The best way to go about texture filtering in GZDoom is to go into the settings and turn on 4x upscaled textures. That way you have textures without pixellation which also are sharp and crisp and don't look like filtered moosh.
So... Everyone can do a good doom port since the 90's, people can port doom even to photographic camera, yet, bethesda can't port it to computer properly?
Sophia Cristina the only thing that they are good at is to just pasting some of their early days, mediocre abandonware games that OF COURSE playable (sort of) only through DOS-box for free and sucking huge dicks at literally everything else
flying_Night_slasher not a very good accomplishment for people who made Terminator: Future Shock and Skynet with all of its incredible features like flight sections on par with Descent, driving sections, polygonal props and enemies, high resolution and framerate (for the time obviously), in-game difficultly changer, 3D mini-map and all off it is whole year before Quake on DOS!
@@austinreed7343 Indeed, that means, if it is not ignorance, it is something else, maybe greed, or something, i don't know... I have no bought it, just saw reviews and those reviews just discouraged me. Sorry, i'm out-of-the-loop, what is DDR?
The old ones, yeah, but there's some folks creating a new model pack; and the few monsters they've made, are awesome; the CacoDemon is fantastic. I kinda like the Heretic models, the Hexen models though, are shite, including new textures. Neural Net upscaling for the win!
@@TheRexTera That's because the sprite graphics you're talking about are at a mature stage, while the 3D graphics of 15+ years ago, are still at a prototyping stage. Compare the sprites of the Atari 2600 era with the sprites of the original Doom era, right smack in the transition stage between 16-bit and 32-bit eras. There's a reason very few people talk about Atari 2600 and its contempories, let alone ask for re-releases. IF there is an exception(al game) to the rule, people will be asking for a full on modern reimagining, not a mere remake, let alone a remaster. Atari 2600 era is equally a prototyping stage for sprite-based 2D graphics.
doomsday uses dmd models which are really just md2 models... they look like ass when animated.. gzdoom supports obj, md2 and md3... md3 does not have problems when animated
Bethesda: removes SS soldiers and Nazi imagery from cheap joke secret level of 25 year old game. Also Bethesda: pumps out Wolfenstein games complete with veritable Nazi slaughter-maps like they're the new CoD.
I planned to make a BFG Edition video: but there are some problems with it: a) I dont have BFG Edition and I'm not in the mood to give them money for a port which is not worth money in my opinion b) The video would last several hours, because I collected already so many changes of BFG Edition that I could write a book now. And unfortunately they're about 95% bad changes so that I worry to forget an important change to mention LOL
@@EdgarIX Pitch shifted sound actually sounds really nice. As long as you dont use BFG Edition 😂 GZDoom uses the pitch shifter of Doom version 1.2 and it was unintentionally removed from later versions of Doom because of changes in the DMX Sound API which were not taken into account by the doom codebase. I played doom 1.2 in my childhood and GZDoom replicates the DMX Pitch Sound 100% accurate and I'm really happy about it, because I always loved it. In the BFG Edition it sounds awful, yeah :/ But thats the whole audio of the BFG Edition, wait no. The complete BFG Edition is a shame :(
I'll be honest, GZDoom is probably the best for fully modded Doom (like when I'm playing Guncaster in some "advanced engine" maps) but when it comes to pure, vanilla gameplay I either use PrBoom+ or Crispy Doom because it respects the original game while having the modern confort
Friendly reminder that a Doom source port was used to create a Sonic fangame that's been evolving since just before the turn of the century called Sonic Robo Blast 2
For me it's GZDoom, no texture filtering, using the mods Smooth Doom and Perkristian's high resolution Doom sound effects pack. The perfect balance between classic and modern.
Edu Lobo I gotta day though, if you mess around with the texture filtering a bit, it can look pretty good. I set it up to look like it was handdrawn and I think it looks alright
> GZDoom > no filtering > Perkristian's Smooth Doom viewmodel animations, Enhanced Edition > Glaice's Random Deaths & Decoration, unless it clashes with the wad > DoomTerrains for water, sludge and lava landing splashes like in Heretic and Hexen > Caligari87's DarkDoomZ because Steve's Flashlight mod outright doesn't work > Nash's Gore, Vengeance Edition > NC HUD with Blinking Doomguy mod > some manner of blood color fixer (except in Ancient Aliens, it breaks the stealth troopers) > freelook, jump and crouch always on, autoaim firmly set to off And I'm good to go.
Doom Retro is my personal favorite. It changes and updates just enough to make it feel like a "remastered" version of Doom without straying too far from Vanilla.
Interestingly enough, even vanilla Doom can be played with WASD and mouselook by going in and editing the .cfg file. You still can't look up or down, but otherwise it's really interesting that you're able to use a modern control scheme with the original executable from 1994 running in DOSBOX.
There were people doing WASD controls in Doom way back in the mid 90's. You'd edit the default.cfg file to increase the mouse sensitivity beyond what the sensitivity menu allowed you in-game so the mouse was actually useable.
I've seen Doom run on fucking Scratch! SCRATCH! A jigsaw puzzle code website, making any 3d game (or 2D game longer than 5 minutes) should be impossible, but people fucking did it.
Doom on a 16 bit console Doom on an 8 bit console Doom on a calculator Doom on a Minecraft Minecraft in Minecraft Doom in Minecraft in Minecraft Doom in Doom Doom in Doom in Doom Doom in Doom in Doom in Doom Doom in Doom in Doom in Doom in Doom but the only thing that we physically can't do is a Doom in Bad Apple. Or can't we?
7:52 - Green crosses look ugly as hell. Another common way to avoid the copyright problem that comes with using the red cross, is using a red capital "H" instead. I think this was used in more recent versions of left 4 dead.
An H is just as bad. That's what they did in the Halo CE Anniversary edition. How about just throwing the Red Cross in there and not being a pussy? Serious Sam 3 got away with it.
A great non-biased look at Doom Source Ports that can seriously get into Holy War Territory with a certain segment of the Doom Community! Personally speaking, this is my advice: If you want to play Doom as it was, choose Chocolate Doom. If you want to play Doom as you remember it, choose Crispy Doom. If you want to play Boom based add-ons, choose PrBoom+ If you want to play Advanced levels/mods OR you don't care about how accurate the game is and just want all the quality of life features, choose GZDoom.
GZDoom is a kitchen sink sort of sourceport. If you dig into the setting menus, there are all sorts of things, some useful, some not. For instance, it has compatibility levels, which lets it behave exactly like vanilla if you so choose, as well as being able to choose to emulate other extensions, such as Boom. And if this isn't enough, you can go in and turn on and off individual tweaks. Graphics wise, the settings are also extensive. I personally recomment changing texture filtering to nearest but with linear mipmapping enabled, as well as turning on anisotropic filtering. This gives you the crisp pixely look of textures and sharp details all he way into the distance without any of that ugly shimmer effect in the distance. Also make sure to turn classic transparancy to "auto (vanilla preferred)" so that projectiles look right. Also, turn sector lighting mode to either "software" or "doom" in the hardware submenu, and consider bumping gamma, brightness, and contrast up slightly to perhaps 1.2 if you find certain maps are too dark. Finally, consider turning on ambient occlusion - it makes everything appear a bit less flat while still not detracting from the retro style. If you want, you can try turning on texture upsampling. I find that having it up at 6x and using the right filter can look really nice, much better than texture filtering, especially with FXAA on. This of course will change the feel of textures, which is why I have this separate.
@@DeadPixel1105 "Nearest" IS turning filtering off. It's just a more technical/precise term for what "filtering off" actually means, which is why it's used in the industry, so to speak. As for mipmapping and anisotropic filtering, the point is that turning it on still gives you nice crisp square texels, but you get rid of "shimmer" on distant objects where texels are smaller than pixels. It's more a form of antialiasing than filtering in this context.
One of the major pros of GZDoom is that it works right out of the box/zip archive. You can set up everything in-game and only require a restart for changing backends for video or sound. Not a lot of ports can claim that. I will say, having played just a few ports myself, I far and away prefer the gameplay of Boom ports, but there's some really fun mods out there, and I just kind of swallow the GZ-stock crap to use them. CorruptionCards, Walpurgis, and Obsidian Map Generator to name my three most favorites.
Eh, I'm not too much of a fan of it. If I want a vanilla experience I use chocolate DooM, since DosBox emulation is horrible even on a decent modern PC for some reason. Or if I want to play with tons of mods I go with GZDooM or ZDooM (Yes I still use it sometimes, don't judge.)
@@GlamStacheessnostalgialounge The main problem with Chocolate is that you can't set most modern displays to 70hz, so if you're "frame-sensitive" you'll notice a very subtle stutter throughout the gameplay. I'm sure it'd be fine on CRT or on a gaming display with a high refresh rate, but on a 60hz display it doesn't quite look right.
Funny thing about the current console ports: even though they're based on the BFG Edition versions, they don't include No Rest For The Living. This is weird for two reasons: 1) these ports were also done by Nerve, and 2) both the console BFG Edition and Doom Classic Complete on the PS3 did include it. 🤨
In fact, on the Doomworld Speed Run forums. They exclusively use PRBoom+ for analyzing runs and looking at frame-by-frame inputs to see if the run is legitimate.
I remember playing doomsday 15 years ago with those exact same 3D models and they extremely impressive for that time. They look very ugly and dated by today standards But that’s a problem with 3D in general: it doesn’t age very well
That isn't just 3D; all video game graphics in the prototyping stages look horrible. Try playing an Atari 2600 game or a machine of the same era. Like always, there are a few gems that exceed the prototyping phases limitations, but the majority, they will look horribly dated. Then you get the first mature stage of the graphics (NES era for 2D) that for the most part will continue to look good forever, although there will be games who will look very dated, and not simply because the artwork is shite; in 3D that would be the era of Half-Life 2; play Half-Life 2 today, even without mods, and although you notice that fidelity isn't as high as it is today; you don't balk at it either. The third stage is the mastery stage, in the 2D graphics that would be the 16-bit era, the SNES and Mega Drive/Genesis; the time when people even those who never saw them, will have no issue playing them and thinking they're great. In the 3D era we have reached this point now. A fourth superlative stage in the 2D graphics wasn't reached until very recently; although there are games who back in the day reached that stages most notably on the Saturn and the Arcade (Street Fighter III), only new modern works really ever went there. 2D development was essentially arrested for 2 decades when the mostly correct attitude to 3D games with 2D assets (most notably FPS games, like Doom- and Build-engine games) because the issues with clearly rotating sprites and warping views cropped up, that "if it ain't 3D it's shit" somehow got transplanted onto the entirety of the industry. We haven't yet reached a fourth superlative stage for 3D games, although it might very soon arrive.
@@De-M-oN Although the 3D models for Duke3D are a hell of a lot better; and most notably for the most part invoked the feel of the sprites (FU basic trooper model!), they aren't particularly good either. It's the actual models though; here are a few more recent models in Doomsday Engine: Spider mastermind and Cybedemon test: th-cam.com/video/bXb8Ect6dOs/w-d-xo.html New Pinkie: th-cam.com/video/q-0jJleS9fE/w-d-xo.html I think the walking animation is a bit off, the pinkie itself looks awesome. Veirdo creating and testing Hexen Hud weapons: th-cam.com/video/_EdEcgDGS_Q/w-d-xo.html Yes, the enemy models and textues are from a pack created about the same time as the old Doom models and textuers, and as such are piles and piles of crap; his Hud models though, are delicious, and they are released and can be downloaded. I mention this because he's also created a fantastic new version of that enemy, but he sadly hasn't released that one, just like the following one sadly: Heretic serpent torch: th-cam.com/video/PzmCT4diEcc/w-d-xo.html And finally, the new Cacodemon: th-cam.com/video/f8ipFUMNuKE/w-d-xo.html So, no, it's not the engine; it's the models.
It is possible to reproduce the random sound pitch in GZDoom: Options -> Full options menu -> Sound options -> Randomize pitches. Have fun Other point worth mentioning: even though Crispy Doom and PrBoom allow freelooking they do not perform any perspective correction due to limitations in software rendering. The view is corrected when using ports with OpenGL or another hardware renderer, such as GZDoom, GLBoom, etc. Great video!
@@eX1st4132 Gold source is heavily modified Quake engine. Source is heavily modified GoldSrc. Source 2 is heavily modified source. Which means that Valve's latest and greatest game still has a little bit of Quake engine on it
A note about the new Xbox, Switch, PS4, and Mobile ports: A couple patches have been issued to fix a huge number of complaints. It now has 60 fps playback, amongst other things
I remember a source port of doom for UNIX operating systems that let you manage processes represented by monsters. You could have infighting enabled potentially so that processes kill each other which could lead to potentially the entire system being torn down. I think it was called PSDoom?
@Michael Jackson & Knuckles the engine's source code is freely released but I don't think the original WADs are. You can legally play fan-made WADs on a source port without paying Bethesda a cent, right?
@@thewolfman1202 He has quite an ego, he got incredibly salty that a mod that used Zdoom bugs to create glitchy aesthetics won a Cacodemon award. In fact, he got so salty that now his title on Doomworld forums is "Salty Member". Also, I think that lilth.pk3 drama almost ruined GZDoom's development.
@@supra107 lilith.pk3 to be exact. GZDoom development is still going (opengl, vulkan and 32bit software). Its parent port (ZDoom) that was maintained by Graf himself got closed. Well aside from all drama surrounding ZDoom and it successors (GZDoom, Skulltag, Brutal Doom etc), ZDoom isn't very faithful Doom source port. Mainly bcs script languages that it incorporates. Ever wonder why you can play NUTS.WAD on other source ports, but in ZDoom and successors it drops FPS to single digits? Basically for scripts to work, engine have to check for example monster states all the time (do they bleed, do they explode in bloody mess (regards to ketchup and bolognese mods). But even without mods loaded, ZDoom and its successors do that. With many monsters on map (like NUTS.WAD) no CPU can calculate all that and generate 60 FPS (or send enough data to GPU).
The new ports of Doom for consoles and switch was originally GUS patches as indicated, but they were patched after around the first week to change the frame-rate from 30 to 35 and fix lighting,, but they also replaced the GUS music with SC-55 recordings.
Honestly, I grew up first getting it on the 360 with the BFG edition. I was actually surprised to find out that the pitch-shifting was new to that, since I had always heard it. I never had a problem with the port myself, but that’s because that’s the only one I’ve played lol.
I am currently at 3 minute of the video and I'm love it. The descriptions are on point and you don't waste time on things that don't matter, just straight up facts. Thank you, man, that's exactly what I was looking for. Subscribed and liked the video!
I played through The Ultimate Doom and half of Doom II in the Steam DOS BOX port. I switched over the GZDoom now because I love how easy it is to run IWADs, WADs, PK3 and IPK3 files with it. I also think it has pretty easy ways to get mods running, but I haven’t used any other sourceports so I don’t know how it stacks up. I would recommend GZDoom to newer players because there is little to no setup needed for your desired playthrough.
This is exactly the type of video I was looking for months ago when I started getting into Doom. Would it be possible for you to make one on Quake and Quake II, among other games? That would do wonders for people getting into the retro FPS scene.
For vanilla-ish, I prefer ZDoom, since it is the most vanilla yet versatile for both modding and QoL for modern computers. My favorite Source Port has to go to Zandronum, perfect balance between vanilla and modern and a prefect transition from Zdoom to GZDoom for players wanting to change sourceports. For mods, obviously GZDoom, although it has it's performance issues here and there.
Those are the models that were created back in the early 2000's and are usually used with GZDoom. Kurikai and myself have started issuing much improved models here that work with Doomsday: github.com/KuriKai/dhmp/wiki
So I was enjoying my time testing out PRBoom+ and GLBoom+, but around that time, Crispy Doom has been updated to support proper widescreen support and different hud options. Also right off the bat it lets you use to mouse wheel to go through options by default, something you have to enable yourself in PRBoom+/GLBoom+. Crispy Doom is now my go-to source port for classic Doom-ing. Thanks Dwars.
I usually go with texture filtering turned off and play the games in GZDoom, but I'm happy to learn more about Chocolate Doom, and find out about Crispy Doom. Nice video, dude!
You know, you don't NEED to download the 3D models pack for Doomsday. It has the same normal textures and sprites if you don't download additional packs. The texture pack (for stuff like walls, etc) is very finely done last I played, which was years ago lol.
BFG Edition was the first way I experienced Classic Doom, and while it’s a fun novelty to go back to for nostalgic purposes, it just collects dust on my shelf at this point now that I have GZDOOM lol
Great video. Doom is such a great game, still holds up today. (I also forgot about the pitch shifting in the BFG edition and now I'm going to have nightmares!)
I like doomsday just because the menus aren't absolutely overloaded with settings you would never want to use. I actually had no idea it had 3d characters because I've never turned them on
Great video mate. Gzdoom is really impressive but also a pain in the butt to set up with all it's millions of options and settings. If you need a search in your menu it means your menu has too much in it.
"320 x 200" Pretty sure _DOSBox_ stretches 320 x 200 games to 320 x 240 by default, bunny boy. This has no effect on screenshots and exported movies, though.
gr8 video, keep it up. personally didnt know about much sourceports other than zandronum and gzdoom great to know there are more ports to check out and who knows maybe ill try chocolate doom or crispy doom someday
I first played Doom in the 90s, and prob spent the most time with Doom64 just bcuz of the family PC not being accessible all the time. But now i love GZdoom for the simplicity, 1080p144hz gameplay, and enjoy Brutal Doom for the added mechanics and wepons etc. I dont like purity checks or nostalgia. Modernity is nice lol
To be honest GZDOOM is probably the best all around source port for any type of doom player. The fact that it supports basically any mod under the sun, plus the fact that it has soooo many options that you can tweak to make it look like any other source port makes the others obsolete. The only gripe I have with it is the default settings, I mean why the hell would someone knowledgable about doom enough to make a source port enable texture filtering by default?
In my opinion, Zdoom will always be my personal favorite way to play classic Doom. I think is the smoothest and the most easily to configure. Good mouse support, good graphics that doesnt make my eyes blind....
I played through it recently on Chocolate (having played originally on "real" DOS and later on an OSX port I can't remember the name of - probably GZ). I then played through on Brutal Doom, which originally made me laugh at how over the top it was, but aside from all the bosses having utterly stupid health meters, it was a lot of fun.
I used Doomsday for Hexen years back (if my memory serves me correctly) and when I recently started binging Doom videos I saw the treatment it gave to the game and had a good laugh. Wasn't quite what I expected.
@@jeremieh5009 Fuck you purist, Being inaccurate does not mean it's garbage. I shall play by your rules by saying "cHoCoLaTe DoOm HaS aUtOrUn So iT'S gArbAgE" and that is the most accurate source port.
Just for the record, for Doom Retro You can enable infinite monster heights, disable enhancements like screenshake or add simple stats on the automap screen using the config file in the executable folder or from the in-game console
I get that GZDoom has compatibility issues but I stick with it for the fact it’s easy to do everything like change complevels and such, I also tend to not notice GZDoom’s inaccuracies most of the time either way
Look into Doom Retro config file. Creator of it is smart, you can turn off many features he added. Theres also a "vanilla mode" in said config file. Single switch to turn off all bells and whistles (making DR basically Chocolate / Crispy Doom with some bug fixes). Lost souls in DR - those that are manually put on map by map creator are counted in kill count. Lost souls spawned by pain elemental arent (at least they weren't till DR 3.0 came out few days ago). Overall DR is my fav bcs it can be pure vanilla, and modernized vanilla with many fixes, change few things, but in smart way, not too many, so Doom still have it's old feeling. Also DR have feature I never saw before in any port. Automap on 2nd display. It's just awesome when you play new maps and don't quite know where to go. All that with software, opengl and direct3d renders. As for widescreen support in doom, original doom operates at 320x200 res, but that's not 4:3 ratio. So game was vertically stretched on 4:3 display. Nowadays perfect solution to maintain original look of sprites and levels is or to play it with 4:3 screen ratio, or scale it to 16:10. That's why for example DR widescreen is 16:10. All games from DOS era are like so.
That's all true. Another thing I forgot to mention in this video is that Doom Retro can run Boom compatible mapsets - from Ancient Aliens, to Sunlust, to even Eviternity!
Personally, I am not a fan of Doom Retro at all. It just changes too many things. It's default setting are even less faithful than zdoom's defaults. Also it doesn't have any in game menu like crispy doom does, only a toggle to vanilla mode, which unfortunately even adds 35 fps cap and low 320x200 res. Honestly, if Crispy doom supported Boom/MBF mapsets, Doom Retro would become completely redundant.
@@atifarshad7624 DR is Crispy Doom with few extra features, which itself is a fork of Chocolate Doom (so vanilla mode will default to Chocolate behavior obviously). You can or go full vanilla mode (well, hello, vanilla is 35FPS and 320x200, duh!), or turn on \ off different features in config file. Then, DR have something better than menu, it have a console which is much more handy than extra menu itself, or digging in config file. Also, DR have great wiki which explains all commands and variables. Mr. Brad really did a great job. Youre joking with ZDoom, right? Even if you put compatibility flags in ZDoom, you wont get anywhere near vanilla. ZDoom and its forks can be compared to vegan meat, tastes and smells similar to real meat, but you know it lacks something, that something is how vanilla Doom behaves (including map errors and engine bugs). In ZDoom you have to deal with "fixes", DR lets you disable them and go pure vanilla behavior. By any means i dont say DR is definitive and the best SP. Chocolate, Crispy, PrBoom, Eternity, Retro and jDoom (Doomsday, i know its a bit controversial) are or 100% vanilla, or very close to it. ZDoom and its forks are at the very end of that list, it runs Doom which isnt Doom anymore, its not even close. Even if Crispy would get Boom 2.02 compatibility, DR have more things in its sleeve. Some are eyecandy (like blood related stuff or weapons\corpses mirroring), some are fixing various engine bugs and mapping errors. The best part, you can turn them off separately.
@@SRGIProductions ZDoom and its forks have performance issues with many maps and even Vulkan render didnt help. For me the only reason to use ZDoom or one of its forks, are mods. For Doom without mods there are many better options like Chocolate, Crispy, PrBoom, Eternity, Retro and jDoom (Doomsday, i know its a bit controversial).
I used to use the original ZDoom for my classic/vanilla experience but I soon noticed that the shotgun just didnt act right, gladly crispy doom came out around that time so ive been able to go back to the dos experience and have modern controls with a source port that takes up half the resources to run in comparison. great port imo.
BFG Edition is the ones that comes with the Doom 3 remaster right? Actually im playin brutal Doom and i prefer the 2D models than the 3D models of Doomsday
Man, I simply love your video edits, these are so nice and idk somehow so interesting.I don't even look away! Thx for all your work man! I love Doom and Heretic too ...and this channel as well! :D
My port of choice would have to be GZDoom. I've been playing Doom since it came out, so an update to a more modern style keeps the game I love exciting.
Usually I'll combine that with Maps of Chaos, Brutal Doom and the Doom Metal Soundtrack Mods. Or If I need more maps I'll load up OBLIGE and generate some madness.
I like GZDOOM. I played enough of vanilla doom back on my Windows 95 computer back in the day. I want a modern doom experience, that still gives me that perfect ammount of nostalgia.
It's really only cool because of the 3d models, most of it's features are allready implemented in gzdoom and since gzdoom is still easier to mod, I don't think doomsday is going to take the cake anytime soon
I've grown to love GZDOOM. Me and my cousin used to play a lot of DOOM/DOOM II: Hell on Earth. Before we used DOSBox. But my cousin was irritated by the fact that you had to hold down the ALT key to strafe. (We didn't know about the comma and period keys) So my cousin looked around the internet and found GZDOOM. And that's why I have a deep love for it.
My first experience was with the 2003 Ultimate Doom Trilogy Collectors Edition (Still have it too) which was the classic versions of all the originals. I still enjoy classic Doom, but have had plenty of fun with sourceports and the brilliant modding community since that first install. Shoutout to my friend who just up and gave me the disc to keep when he moved away all those years ago.
I've bought Ultimate Doom, Doom 2 and Final Doom on Steam and I think I'll go with GZDoom. Also, that source port works well with mods like Brutal Doom ;).
For me, GZdoom is my go to. Thing is, you can tweek the options to get it to work like the original if you so want. Cap the FPS, lower the resolution, even switch from Open GL to Boomercolor. I mostly want my DOOM to run with a mouse and WSAD on wide screen with a good looking HUD. I respect the original but it's a bit too archaic.
It took me a while because i had the same ocd with the blood colors and i dont like crispy doom as much as prboom+ and so it turns out that there is a blood color option i just forgot where it is, and now prboom+ is perfect to me
A note about the texture filtering in GZDoom: it can be turned off.
I don't understand why texture filtering is an option. It looks like junk
well, thats why an option, because different people prefer different things
The best way to go about texture filtering in GZDoom is to go into the settings and turn on 4x upscaled textures. That way you have textures without pixellation which also are sharp and crisp and don't look like filtered moosh.
I have texture filtering off because I love the pixels
It's on by default because graf zahl is a hack. Gzdoom is a mess.
So... Everyone can do a good doom port since the 90's, people can port doom even to photographic camera, yet, bethesda can't port it to computer properly?
Sophia Cristina the only thing that they are good at is to just pasting some of their early days, mediocre abandonware games that OF COURSE playable (sort of) only through DOS-box for free and sucking huge dicks at literally everything else
Let's not forget that when they ported it to the switch there was DRM
flying_Night_slasher not a very good accomplishment for people who made Terminator: Future Shock and Skynet with all of its incredible features like flight sections on par with Descent, driving sections, polygonal props and enemies, high resolution and framerate (for the time obviously), in-game difficultly changer, 3D mini-map and all off it is whole year before Quake on DOS!
Sophia Cristina
They probably didn’t want to, I guess. Zenimax is akin to DDR.
@@austinreed7343 Indeed, that means, if it is not ignorance, it is something else, maybe greed, or something, i don't know... I have no bought it, just saw reviews and those reviews just discouraged me.
Sorry, i'm out-of-the-loop, what is DDR?
Doomsday engine models look like Doom and Quake had a bastard love-child.
The old ones, yeah, but there's some folks creating a new model pack; and the few monsters they've made, are awesome; the CacoDemon is fantastic.
I kinda like the Heretic models, the Hexen models though, are shite, including new textures.
Neural Net upscaling for the win!
The sprite graphics holds up much better than old 3D graphics IMO.
@@TheRexTera That's because the sprite graphics you're talking about are at a mature stage, while the 3D graphics of 15+ years ago, are still at a prototyping stage.
Compare the sprites of the Atari 2600 era with the sprites of the original Doom era, right smack in the transition stage between 16-bit and 32-bit eras. There's a reason very few people talk about Atari 2600 and its contempories, let alone ask for re-releases. IF there is an exception(al game) to the rule, people will be asking for a full on modern reimagining, not a mere remake, let alone a remaster. Atari 2600 era is equally a prototyping stage for sprite-based 2D graphics.
doomsday uses dmd models which are really just md2 models... they look like ass when animated.. gzdoom supports obj, md2 and md3... md3 does not have problems when animated
doomsday to me looks like this, weird thing my pc gets where an error screens (eg.) look blurry and disgusting
You forgot the lack of nazis in the bfg editions Wolfenstein level
Yeah I noticed that on the ps4 .. its completely replaced with zombie man
More reason to hate it
Bethesda: removes SS soldiers and Nazi imagery from cheap joke secret level of 25 year old game.
Also Bethesda: pumps out Wolfenstein games complete with veritable Nazi slaughter-maps like they're the new CoD.
@@CaptainPlanets bethesda: we need to deny it ever happened.
I planned to make a BFG Edition video: but there are some problems with it:
a) I dont have BFG Edition and I'm not in the mood to give them money for a port which is not worth money in my opinion
b) The video would last several hours, because I collected already so many changes of BFG Edition that I could write a book now. And unfortunately they're about 95% bad changes so that I worry to forget an important change to mention LOL
Maybe because joking about nazism is highly innapropriate while violently killing them isn’t?
The BFG Edition chaingun sounds like when you break stone in Minecraft.
BFG edition and Xbox Classic the sound are Pitch Random, Horribles...
@@EdgarIX Pitch shifted sound actually sounds really nice. As long as you dont use BFG Edition 😂
GZDoom uses the pitch shifter of Doom version 1.2 and it was unintentionally removed from later versions of Doom because of changes in the DMX Sound API which were not taken into account by the doom codebase. I played doom 1.2 in my childhood and GZDoom replicates the DMX Pitch Sound 100% accurate and I'm really happy about it, because I always loved it.
In the BFG Edition it sounds awful, yeah :/ But thats the whole audio of the BFG Edition, wait no. The complete BFG Edition is a shame :(
I honestly can’t hear a difference...
@@neuromancer692 how
SkyPostsRBLX Well That went quick...I don’t know. I mean I can tell that it sounds different when I listen closely, but it’s not like I would mind it.
I'll be honest, GZDoom is probably the best for fully modded Doom (like when I'm playing Guncaster in some "advanced engine" maps) but when it comes to pure, vanilla gameplay I either use PrBoom+ or Crispy Doom because it respects the original game while having the modern confort
Agreed. GZDoom's netcode is also a LOT better now. Routinely playing 8 player games with people in other states, no lag or disconnects.
Same here. GZDoom for fun/crazy mods like Golden Souls or The Trailblazer, PrBoom+ or GLBoom+ for regular Doom WADs.
GZDoom is good for every mod except Mega-Man 8-bit deathmatch.
That was made for Zandronium, and the multiplayer doesn't work that well in GZDoom
@@KokiriKidLink Isn't MM8bDM a standalone title? But yeah Zandro is basically an MP-focused fork of GZDoom
@@ikagura No, It runs off Zandronium
"On an ATM machine"
>Automatic Teller Machine machine
>le funny epic meme arrows
I hate when people do this. Kinda like “MFW when...” Sounds like My Face When when.
RIP in peace
Kayak Fan Rest In Peace in peace
smh my head
Friendly reminder that a Doom source port was used to create a Sonic fangame that's been evolving since just before the turn of the century called Sonic Robo Blast 2
Since before Sonic Team made a 3D Sonic game if I remember
Will Walters Sonic Adventure came out around the time it just started.
Man I haven't played that in ages. Good mod for it too called Mystic Realm
Shadow Eclipse It got a killer update recently. I highly recommend it.
Why, being fan of both sonic and doom, I have never heard of that game?
For me it's GZDoom, no texture filtering, using the mods Smooth Doom and Perkristian's high resolution Doom sound effects pack. The perfect balance between classic and modern.
@Bodybag Dotzip hey sometimes, people want to experience doom like how people did back in 1993.
@Bodybag Dotzip Crispy Doom and Chocolate Doom are the shit
@@MidnightWanderer00 Wouldn't you use Chocolate Doo for that though?
Edu Lobo I gotta day though, if you mess around with the texture filtering a bit, it can look pretty good. I set it up to look like it was handdrawn and I think it looks alright
> GZDoom
> no filtering
> Perkristian's Smooth Doom viewmodel animations, Enhanced Edition
> Glaice's Random Deaths & Decoration, unless it clashes with the wad
> DoomTerrains for water, sludge and lava landing splashes like in Heretic and Hexen
> Caligari87's DarkDoomZ because Steve's Flashlight mod outright doesn't work
> Nash's Gore, Vengeance Edition
> NC HUD with Blinking Doomguy mod
> some manner of blood color fixer (except in Ancient Aliens, it breaks the stealth troopers)
> freelook, jump and crouch always on, autoaim firmly set to off
And I'm good to go.
Doom Retro is my personal favorite. It changes and updates just enough to make it feel like a "remastered" version of Doom without straying too far from Vanilla.
My only complaint with it is that there is no vanilla demo compatibility :((((((
Doomsday: For people who want Doom to look like a bastardized version of Quake II.
I dont like its 3D Models though :( The monsters dont look frightening with them anymore. Rather like Pokemons :( But the zombies were ok though.
And yet, it's John Romero's go-to source port...
Gilbert Hoefler mostly because the Doomsday NetCode is really user-friendly, and apparently it will have full Boom compatibility in the near future.
agreed... gzdoom... for people that wants a modern doom that looks atleast as badass as quake 3 did
@@SRGIProductions Wait what?
Interestingly enough, even vanilla Doom can be played with WASD and mouselook by going in and editing the .cfg file. You still can't look up or down, but otherwise it's really interesting that you're able to use a modern control scheme with the original executable from 1994 running in DOSBOX.
that's because played with mouse controls back in the 90's too
I don't know why people think this wasn't the case
There were people doing WASD controls in Doom way back in the mid 90's. You'd edit the default.cfg file to increase the mouse sensitivity beyond what the sensitivity menu allowed you in-game so the mouse was actually useable.
Still, there is mouse movement
@@they2kguy822 you can use the NOVERT dos command file which is in doomworld to disable the Y axis of the mouse.
Unfortunately you cannot activate autorun.
You don’t ask “but can it run doom”
Because you already know *IT WILL RUN DOOM*
Yup. :)
I've seen Doom run on fucking Scratch! SCRATCH! A jigsaw puzzle code website, making any 3d game (or 2D game longer than 5 minutes) should be impossible, but people fucking did it.
th-cam.com/video/nduMTX86Zl0/w-d-xo.html
DooM running on a calculator.
Doom on a 16 bit console
Doom on an 8 bit console
Doom on a calculator
Doom on a Minecraft
Minecraft in Minecraft
Doom in Minecraft in Minecraft
Doom in Doom
Doom in Doom in Doom
Doom in Doom in Doom in Doom
Doom in Doom in Doom in Doom in Doom
but the only thing that we physically can't do is a Doom in Bad Apple. Or can't we?
by the way, crispy doom 5.8.0 now has proper widescreen, its not just stretched anymore
7:52 - Green crosses look ugly as hell. Another common way to avoid the copyright problem that comes with using the red cross, is using a red capital "H" instead. I think this was used in more recent versions of left 4 dead.
H hh hhhhhh hhhh hh hhhhh
lol
@@cst1229 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
An H is just as bad. That's what they did in the Halo CE Anniversary edition. How about just throwing the Red Cross in there and not being a pussy? Serious Sam 3 got away with it.
@@scoundrel8440 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
Would much prefer it to be blue or yellow (I made mock ups and I think they look nice although the yellow can be hard to see at times)
I prefer Vanilla over chocolate
But for Doom I like when things are getting *crispy*
Crispy vanilla on Mint over Wine? ;-)
You mean ULTRA CRISPY?
crispy chocolate doom
@@newolku oh Ok...
I'm downloading Crispy Doom right now.
You forgot GZDoomVR
It's GZDoom. In VR.
I've also seen it called GZ3Doom.
Because it’s from a Vanilla purist perspective. An you also need months of training for your VR legs because it could ruin your day.🤢
@@TheRexTera really?
Or is just a joke
GZDoom Already has native VR Support just not full, Mostly just VR Configuring
@@TheRexTera VR legs?
@@Costa_123 Yeah, I played it in VR for 1 minute, and I was filling sick for hours after
A great non-biased look at Doom Source Ports that can seriously get into Holy War Territory with a certain segment of the Doom Community!
Personally speaking, this is my advice:
If you want to play Doom as it was, choose Chocolate Doom.
If you want to play Doom as you remember it, choose Crispy Doom.
If you want to play Boom based add-ons, choose PrBoom+
If you want to play Advanced levels/mods OR you don't care about how accurate the game is and just want all the quality of life features, choose GZDoom.
And never, NEVER, use Doomsday, unless You want a fancy menu to select Your games and mods instead of a boring default-windows styled launcher.
also demos for prboom+
i just imagine the caco demons red blood is just their red skin tearing off when you shot them
Making the Red Cross green would make the med kits stand for weed.
Making the red crosses iron crosses would be bad ass.
Or blue.
GZDoom is a kitchen sink sort of sourceport. If you dig into the setting menus, there are all sorts of things, some useful, some not.
For instance, it has compatibility levels, which lets it behave exactly like vanilla if you so choose, as well as being able to choose to emulate other extensions, such as Boom. And if this isn't enough, you can go in and turn on and off individual tweaks.
Graphics wise, the settings are also extensive. I personally recomment changing texture filtering to nearest but with linear mipmapping enabled, as well as turning on anisotropic filtering. This gives you the crisp pixely look of textures and sharp details all he way into the distance without any of that ugly shimmer effect in the distance. Also make sure to turn classic transparancy to "auto (vanilla preferred)" so that projectiles look right. Also, turn sector lighting mode to either "software" or "doom" in the hardware submenu, and consider bumping gamma, brightness, and contrast up slightly to perhaps 1.2 if you find certain maps are too dark. Finally, consider turning on ambient occlusion - it makes everything appear a bit less flat while still not detracting from the retro style.
If you want, you can try turning on texture upsampling. I find that having it up at 6x and using the right filter can look really nice, much better than texture filtering, especially with FXAA on. This of course will change the feel of textures, which is why I have this separate.
Even with doom strict compatibility it’s still very inaccurate
NO TURN TEXTURE FILTHERING TO "none" TEXTURE FILTHERING SUCKS!
Why have texture filtering to 'nearest'? Just turn that shit OFF.
@@DeadPixel1105 "Nearest" IS turning filtering off. It's just a more technical/precise term for what "filtering off" actually means, which is why it's used in the industry, so to speak.
As for mipmapping and anisotropic filtering, the point is that turning it on still gives you nice crisp square texels, but you get rid of "shimmer" on distant objects where texels are smaller than pixels. It's more a form of antialiasing than filtering in this context.
On a calculator, a fridge, a camera and even a watch....
Okay a fridge? Never heard that one, i've seen it done on a calculator, and the other two seem plausable, but a fridge!?
@@spartanwar1185 it's possible to play csgo on a fridge... So it's definitely capable of playing doom... And I can assure you it's been done..
@@AndroidFerret imagine getting killed by someone playing using a fridge
@@ineedtherapy8339 lmfao
@@ineedtherapy8339 I've seen it on a Porsche lately
One of the major pros of GZDoom is that it works right out of the box/zip archive. You can set up everything in-game and only require a restart for changing backends for video or sound. Not a lot of ports can claim that.
I will say, having played just a few ports myself, I far and away prefer the gameplay of Boom ports, but there's some really fun mods out there, and I just kind of swallow the GZ-stock crap to use them. CorruptionCards, Walpurgis, and Obsidian Map Generator to name my three most favorites.
The Doomsday Engine makes me genuinely uncomfortable
For me, Crispy Doom provides the perfect balance of vanilla gameplay and various quality of life fixes
Eh, I'm not too much of a fan of it. If I want a vanilla experience I use chocolate DooM, since DosBox emulation is horrible even on a decent modern PC for some reason. Or if I want to play with tons of mods I go with GZDooM or ZDooM (Yes I still use it sometimes, don't judge.)
@Azure But chocolate DooM is even more vanilla, as in as far as I know it's the exact same game like the first time I played it on my DOS machine.
@@GlamStacheessnostalgialounge The main problem with Chocolate is that you can't set most modern displays to 70hz, so if you're "frame-sensitive" you'll notice a very subtle stutter throughout the gameplay. I'm sure it'd be fine on CRT or on a gaming display with a high refresh rate, but on a 60hz display it doesn't quite look right.
@@Spectere Oh right, I am a weirdo who still uses a CRT in almost 2020, so that's probably why I never noticed that in chocolate DooM.
If you want a crispy experience but with mbf21 compatibility try the Woof source port
BLURRY = way it was MEANT to be played. that's why I don't wear glasses when I play DOOM.
Given that not everyone had a decent monitor back then, maybe it was meant to be played on a CRT that was old and decrepit even in the 90s?
“Pure *vanilla* gameplay”
Is called *Chocolate* Doom
Funny thing about the current console ports: even though they're based on the BFG Edition versions, they don't include No Rest For The Living. This is weird for two reasons: 1) these ports were also done by Nerve, and 2) both the console BFG Edition and Doom Classic Complete on the PS3 did include it. 🤨
It IS weird. I liked NRFTL.
Since this comment, it has been added to the Addon store.
I think you should have mentioned demo compatibility, especially when it comes to PRBoom+ since that is part of the reason for its existence.
I might be covering compatibility in a future video, and it'll pertain to more than just demos if all goes well!
@@Dwars it IS a better port for speed running.
In fact, on the Doomworld Speed Run forums. They exclusively use PRBoom+ for analyzing runs and looking at frame-by-frame inputs to see if the run is legitimate.
I remember playing doomsday 15 years ago with those exact same 3D models and they extremely impressive for that time. They look very ugly and dated by today standards But that’s a problem with 3D in general: it doesn’t age very well
nah they just arent good. I dont know if its the engine or the actual models
The 3D Models for Duke3D are insane good.
That isn't just 3D; all video game graphics in the prototyping stages look horrible. Try playing an Atari 2600 game or a machine of the same era. Like always, there are a few gems that exceed the prototyping phases limitations, but the majority, they will look horribly dated.
Then you get the first mature stage of the graphics (NES era for 2D) that for the most part will continue to look good forever, although there will be games who will look very dated, and not simply because the artwork is shite; in 3D that would be the era of Half-Life 2; play Half-Life 2 today, even without mods, and although you notice that fidelity isn't as high as it is today; you don't balk at it either.
The third stage is the mastery stage, in the 2D graphics that would be the 16-bit era, the SNES and Mega Drive/Genesis; the time when people even those who never saw them, will have no issue playing them and thinking they're great. In the 3D era we have reached this point now.
A fourth superlative stage in the 2D graphics wasn't reached until very recently; although there are games who back in the day reached that stages most notably on the Saturn and the Arcade (Street Fighter III), only new modern works really ever went there. 2D development was essentially arrested for 2 decades when the mostly correct attitude to 3D games with 2D assets (most notably FPS games, like Doom- and Build-engine games) because the issues with clearly rotating sprites and warping views cropped up, that "if it ain't 3D it's shit" somehow got transplanted onto the entirety of the industry.
We haven't yet reached a fourth superlative stage for 3D games, although it might very soon arrive.
@@De-M-oN Although the 3D models for Duke3D are a hell of a lot better; and most notably for the most part invoked the feel of the sprites (FU basic trooper model!), they aren't particularly good either.
It's the actual models though; here are a few more recent models in Doomsday Engine:
Spider mastermind and Cybedemon test: th-cam.com/video/bXb8Ect6dOs/w-d-xo.html
New Pinkie: th-cam.com/video/q-0jJleS9fE/w-d-xo.html
I think the walking animation is a bit off, the pinkie itself looks awesome.
Veirdo creating and testing Hexen Hud weapons: th-cam.com/video/_EdEcgDGS_Q/w-d-xo.html
Yes, the enemy models and textues are from a pack created about the same time as the old Doom models and textuers, and as such are piles and piles of crap; his Hud models though, are delicious, and they are released and can be downloaded. I mention this because he's also created a fantastic new version of that enemy, but he sadly hasn't released that one, just like the following one sadly:
Heretic serpent torch: th-cam.com/video/PzmCT4diEcc/w-d-xo.html
And finally, the new Cacodemon: th-cam.com/video/f8ipFUMNuKE/w-d-xo.html
So, no, it's not the engine; it's the models.
Nah, as a fellow old fart I gotta say that even when those models were brand new they were still hideous.
HD Doom with gzdoom seems better,for me at least
It is possible to reproduce the random sound pitch in GZDoom: Options -> Full options menu -> Sound options -> Randomize pitches. Have fun
Other point worth mentioning: even though Crispy Doom and PrBoom allow freelooking they do not perform any perspective correction due to limitations in software rendering. The view is corrected when using ports with OpenGL or another hardware renderer, such as GZDoom, GLBoom, etc.
Great video!
Everyone: *gzdoom is the best sourceport*
Me: plays the dosbox version
I like prboom
I like crispy doom
i like the gmod addon gmdoom (partial source port)
there's no real reason to use dosbox unless you're testing some really specific thing, chocolate doom is basically the same but on windows
to be honest, when I read "Source Ports" I though you were saying doom was ported to VALVe's Source engine, my mistake! but I'm still intrigued...
Half-Doom when Valve?
Fun fact: Source engine is a derivative of Quake engine
@@xyzzy-dv6te source
@@eX1st4132 Gold source is heavily modified Quake engine. Source is heavily modified GoldSrc. Source 2 is heavily modified source. Which means that Valve's latest and greatest game still has a little bit of Quake engine on it
I don't know why but hearing "crispy doom" makes me laugh
A note about the new Xbox, Switch, PS4, and Mobile ports: A couple patches have been issued to fix a huge number of complaints. It now has 60 fps playback, amongst other things
8:02
Just like Geneva's, *conventions are meant to be broken*
I remember a source port of doom for UNIX operating systems that let you manage processes represented by monsters. You could have infighting enabled potentially so that processes kill each other which could lead to potentially the entire system being torn down. I think it was called PSDoom?
In the original doom, I'm fairly sure you can set up the key bindings with setup.exe. Rebinding the strafe keys should be no problem.
No setup.exe in the Steam version's directory, at least for The Ultimate Doom
@Michael Jackson & Knuckles doesn't matter if you were planning to use a source port anyway but yeah it's not ideal
@Michael Jackson & Knuckles the engine's source code is freely released but I don't think the original WADs are. You can legally play fan-made WADs on a source port without paying Bethesda a cent, right?
@sicilyvito Download DOS shareware Doom and replace the shareware WAD with the full WAD
*Insert "Ok boomer" joke here to archive comedy*
*Ok Doomer
@@ScileSc Way better! RIP AND TEAR!
Ok boomer
You may laugh now
phone bad
Achieve*
I unironically used Doomsday when I was in middle school.
3:40 But I vividly remember playing a dos version and it also had "always run" option in a config .exe, at least for doom 2 it was definitely there
17:27 I've just been Graf "Salty Member" Zahl'd.
Name a better duo than Graf Zahl and "No.", I'll wait.
Could someone explain to me the whole "Graf Zahl" thing? aside from being the leading GZDoom dev, he seems to be quite infamous for some reason
@@thewolfman1202 He has quite an ego, he got incredibly salty that a mod that used Zdoom bugs to create glitchy aesthetics won a Cacodemon award. In fact, he got so salty that now his title on Doomworld forums is "Salty Member". Also, I think that lilth.pk3 drama almost ruined GZDoom's development.
Can you hit me up with a link to one of his outbursts lol
@@supra107 lilith.pk3 to be exact. GZDoom development is still going (opengl, vulkan and 32bit software). Its parent port (ZDoom) that was maintained by Graf himself got closed. Well aside from all drama surrounding ZDoom and it successors (GZDoom, Skulltag, Brutal Doom etc), ZDoom isn't very faithful Doom source port. Mainly bcs script languages that it incorporates. Ever wonder why you can play NUTS.WAD on other source ports, but in ZDoom and successors it drops FPS to single digits? Basically for scripts to work, engine have to check for example monster states all the time (do they bleed, do they explode in bloody mess (regards to ketchup and bolognese mods). But even without mods loaded, ZDoom and its successors do that. With many monsters on map (like NUTS.WAD) no CPU can calculate all that and generate 60 FPS (or send enough data to GPU).
The new ports of Doom for consoles and switch was originally GUS patches as indicated, but they were patched after around the first week to change the frame-rate from 30 to 35 and fix lighting,, but they also replaced the GUS music with SC-55 recordings.
Honestly, I grew up first getting it on the 360 with the BFG edition. I was actually surprised to find out that the pitch-shifting was new to that, since I had always heard it. I never had a problem with the port myself, but that’s because that’s the only one I’ve played lol.
I am currently at 3 minute of the video and I'm love it. The descriptions are on point and you don't waste time on things that don't matter, just straight up facts. Thank you, man, that's exactly what I was looking for. Subscribed and liked the video!
I played through The Ultimate Doom and half of Doom II in the Steam DOS BOX port. I switched over the GZDoom now because I love how easy it is to run IWADs, WADs, PK3 and IPK3 files with it. I also think it has pretty easy ways to get mods running, but I haven’t used any other sourceports so I don’t know how it stacks up. I would recommend GZDoom to newer players because there is little to no setup needed for your desired playthrough.
fun fact: Enabling MIDI/FLACC without a directory changes the soundfont to the SC-55 Roland soundfont... in Choc doom
I'm not kidding
Yeah I noticed that and I play it like that, the SC-55 is unsurpassable imo. Though I've been ashamed to ask what is that phenomenon caused by...?
This is exactly the type of video I was looking for months ago when I started getting into Doom. Would it be possible for you to make one on Quake and Quake II, among other games? That would do wonders for people getting into the retro FPS scene.
I learned how to play Doom in Final Fantasy 14
E1M1 is pretty easy to perform in that game
I want to try Doom Retro now just for the HUD shake when hit. Sometimes in Doom I'll get hit and not really notice.
For vanilla-ish, I prefer ZDoom, since it is the most vanilla yet versatile for both modding and QoL for modern computers.
My favorite Source Port has to go to Zandronum, perfect balance between vanilla and modern and a prefect transition from Zdoom to GZDoom for players wanting to change sourceports.
For mods, obviously GZDoom, although it has it's performance issues here and there.
Those are the models that were created back in the early 2000's and are usually used with GZDoom. Kurikai and myself have started issuing much improved models here that work with Doomsday: github.com/KuriKai/dhmp/wiki
Thanks to this video and Part II, I got most of my source ports from these videos, Great Video
3:49 You can actually enable autorun in the dosbox version by going into the cfg file and setting joyb_speed to 29
So I was enjoying my time testing out PRBoom+ and GLBoom+, but around that time, Crispy Doom has been updated to support proper widescreen support and different hud options. Also right off the bat it lets you use to mouse wheel to go through options by default, something you have to enable yourself in PRBoom+/GLBoom+.
Crispy Doom is now my go-to source port for classic Doom-ing.
Thanks Dwars.
The Doomsday Engine:
*music turns ominous*
I usually go with texture filtering turned off and play the games in GZDoom, but I'm happy to learn more about Chocolate Doom, and find out about Crispy Doom. Nice video, dude!
You know, you don't NEED to download the 3D models pack for Doomsday. It has the same normal textures and sprites if you don't download additional packs. The texture pack (for stuff like walls, etc) is very finely done last I played, which was years ago lol.
BFG Edition was the first way I experienced Classic Doom, and while it’s a fun novelty to go back to for nostalgic purposes, it just collects dust on my shelf at this point now that I have GZDOOM lol
I wept a little when you showed the Doomsday gameplay.
They weren't tears of joy.
Seeing the super shotgun off center and Dutch angled in Doomsday actually made me gasp
Great video. Doom is such a great game, still holds up today. (I also forgot about the pitch shifting in the BFG edition and now I'm going to have nightmares!)
It actually originated in Doom 1.0 on Dos but got patched out in 1.5 which most modern Wads are based on
I like doomsday just because the menus aren't absolutely overloaded with settings you would never want to use. I actually had no idea it had 3d characters because I've never turned them on
GZDoom has so many damn options that you could probably get it within spitting distance of any other port if you tinker around enough.
My first Doom experience took place on GZDoom. The engine is good for what it does!
Great video mate. Gzdoom is really impressive but also a pain in the butt to set up with all it's millions of options and settings. If you need a search in your menu it means your menu has too much in it.
Skulltag was my jam back in the day and it not being included is a tragedy
"320 x 200"
Pretty sure _DOSBox_ stretches 320 x 200 games to 320 x 240 by default, bunny boy. This has no effect on screenshots and exported movies, though.
Holy shit, this video solved so many headaches, my last PC build, I was proud to buy a 3dfx voodoo 3
gr8 video, keep it up.
personally didnt know about much sourceports other than zandronum and gzdoom great to know there are more ports to check out and who knows maybe ill try chocolate doom or crispy doom someday
I first played Doom in the 90s, and prob spent the most time with Doom64 just bcuz of the family PC not being accessible all the time. But now i love GZdoom for the simplicity, 1080p144hz gameplay, and enjoy Brutal Doom for the added mechanics and wepons etc. I dont like purity checks or nostalgia. Modernity is nice lol
Modernity is to be rejected
To be honest GZDOOM is probably the best all around source port for any type of doom player. The fact that it supports basically any mod under the sun, plus the fact that it has soooo many options that you can tweak to make it look like any other source port makes the others obsolete. The only gripe I have with it is the default settings, I mean why the hell would someone knowledgable about doom enough to make a source port enable texture filtering by default?
In my opinion, Zdoom will always be my personal favorite way to play classic Doom. I think is the smoothest and the most easily to configure. Good mouse support, good graphics that doesnt make my eyes blind....
7:22 Intermission music?
Uhm.... you mean "Endgame"? The message theme?
11:04 2021 Update: Crispy now have widescreen option
I played through it recently on Chocolate (having played originally on "real" DOS and later on an OSX port I can't remember the name of - probably GZ). I then played through on Brutal Doom, which originally made me laugh at how over the top it was, but aside from all the bosses having utterly stupid health meters, it was a lot of fun.
I used Doomsday for Hexen years back (if my memory serves me correctly) and when I recently started binging Doom videos I saw the treatment it gave to the game and had a good laugh. Wasn't quite what I expected.
Even funnier hearing the beginning considering DOOM Eternal.
When i first saw DoomsDay Engine, i said out loud "WHAT IS THAT!?!?!?!"
I've tried the port now, and you know what? its my favorite now, the menu is seductive
I'm a purist, but with enough tweaking and mods, you can get that Crispy Doom experience I crave out of GZDoom
But why tweak and mod if you can just use Crispy in the first place?
@@rainermist2357 GZDoom is better.
@@Clay3613 it’s not, it’s very inaccurate
@@jeremieh5009 Fuck you purist, Being inaccurate does not mean it's garbage. I shall play by your rules by saying "cHoCoLaTe DoOm HaS aUtOrUn So iT'S gArbAgE" and that is the most accurate source port.
@@Clay3613 gzdoom is pozzed and gay
Just for the record, for Doom Retro
You can enable infinite monster heights, disable enhancements like screenshake or add simple stats on the automap screen using the config file in the executable folder or from the in-game console
Aww... no love for my fave engine Zandronum. I use that one for extra heavy scripted iwads
thanks for this vid, introduced me to crispy doom and ive never gone back to gzdoom since
I get that GZDoom has compatibility issues but I stick with it for the fact it’s easy to do everything like change complevels and such, I also tend to not notice GZDoom’s inaccuracies most of the time either way
I started with Skulltag, then hopped over to Zandronum, now using GZDOOM with the Crispy-Doom-like graphics settings, but in 1080p.
Look into Doom Retro config file. Creator of it is smart, you can turn off many features he added. Theres also a "vanilla mode" in said config file. Single switch to turn off all bells and whistles (making DR basically Chocolate / Crispy Doom with some bug fixes).
Lost souls in DR - those that are manually put on map by map creator are counted in kill count. Lost souls spawned by pain elemental arent (at least they weren't till DR 3.0 came out few days ago).
Overall DR is my fav bcs it can be pure vanilla, and modernized vanilla with many fixes, change few things, but in smart way, not too many, so Doom still have it's old feeling.
Also DR have feature I never saw before in any port. Automap on 2nd display. It's just awesome when you play new maps and don't quite know where to go.
All that with software, opengl and direct3d renders.
As for widescreen support in doom, original doom operates at 320x200 res, but that's not 4:3 ratio. So game was vertically stretched on 4:3 display. Nowadays perfect solution to maintain original look of sprites and levels is or to play it with 4:3 screen ratio, or scale it to 16:10. That's why for example DR widescreen is 16:10.
All games from DOS era are like so.
That's all true. Another thing I forgot to mention in this video is that Doom Retro can run Boom compatible mapsets - from Ancient Aliens, to Sunlust, to even Eviternity!
Personally, I am not a fan of Doom Retro at all. It just changes too many things. It's default setting are even less faithful than zdoom's defaults. Also it doesn't have any in game menu like crispy doom does, only a toggle to vanilla mode, which unfortunately even adds 35 fps cap and low 320x200 res. Honestly, if Crispy doom supported Boom/MBF mapsets, Doom Retro would become completely redundant.
@@Dwars Oof. Eviternity. Such a great map set.
...makes Zdoom cry, though...and they're NOT tears of joy.
@@atifarshad7624 DR is Crispy Doom with few extra features, which itself is a fork of Chocolate Doom (so vanilla mode will default to Chocolate behavior obviously). You can or go full vanilla mode (well, hello, vanilla is 35FPS and 320x200, duh!), or turn on \ off different features in config file. Then, DR have something better than menu, it have a console which is much more handy than extra menu itself, or digging in config file. Also, DR have great wiki which explains all commands and variables. Mr. Brad really did a great job.
Youre joking with ZDoom, right? Even if you put compatibility flags in ZDoom, you wont get anywhere near vanilla. ZDoom and its forks can be compared to vegan meat, tastes and smells similar to real meat, but you know it lacks something, that something is how vanilla Doom behaves (including map errors and engine bugs). In ZDoom you have to deal with "fixes", DR lets you disable them and go pure vanilla behavior.
By any means i dont say DR is definitive and the best SP. Chocolate, Crispy, PrBoom, Eternity, Retro and jDoom (Doomsday, i know its a bit controversial) are or 100% vanilla, or very close to it. ZDoom and its forks are at the very end of that list, it runs Doom which isnt Doom anymore, its not even close.
Even if Crispy would get Boom 2.02 compatibility, DR have more things in its sleeve. Some are eyecandy (like blood related stuff or weapons\corpses mirroring), some are fixing various engine bugs and mapping errors. The best part, you can turn them off separately.
@@SRGIProductions ZDoom and its forks have performance issues with many maps and even Vulkan render didnt help. For me the only reason to use ZDoom or one of its forks, are mods. For Doom without mods there are many better options like Chocolate, Crispy, PrBoom, Eternity, Retro and jDoom (Doomsday, i know its a bit controversial).
I used to use the original ZDoom for my classic/vanilla experience but I soon noticed that the shotgun just didnt act right, gladly crispy doom came out around that time so ive been able to go back to the dos experience and have modern controls with a source port that takes up half the resources to run in comparison. great port imo.
BFG Edition is the ones that comes with the Doom 3 remaster right?
Actually im playin brutal Doom and i prefer the 2D models than the 3D models of Doomsday
Man, I simply love your video edits, these are so nice and idk somehow so interesting.I don't even look away!
Thx for all your work man!
I love Doom and Heretic too ...and this channel as well! :D
My port of choice would have to be GZDoom. I've been playing Doom since it came out, so an update to a more modern style keeps the game I love exciting.
Usually I'll combine that with Maps of Chaos, Brutal Doom and the Doom Metal Soundtrack Mods. Or If I need more maps I'll load up OBLIGE and generate some madness.
I like GZDOOM. I played enough of vanilla doom back on my Windows 95 computer back in the day. I want a modern doom experience, that still gives me that perfect ammount of nostalgia.
Oh god, not doomsday, EVERYTHING BUT THAT
It's really only cool because of the 3d models, most of it's features are allready implemented in gzdoom and since gzdoom is still easier to mod, I don't think doomsday is going to take the cake anytime soon
Not to mention it looks AWFUL
John Romero's source port of choice.
@Yih Dzelonh In bizarro world!
I've grown to love GZDOOM. Me and my cousin used to play a lot of DOOM/DOOM II: Hell on Earth. Before we used DOSBox. But my cousin was irritated by the fact that you had to hold down the ALT key to strafe. (We didn't know about the comma and period keys) So my cousin looked around the internet and found GZDOOM. And that's why I have a deep love for it.
you do realize the original doom had a "always run" option in the dos version right?
My first experience was with the 2003 Ultimate Doom Trilogy Collectors Edition (Still have it too) which was the classic versions of all the originals. I still enjoy classic Doom, but have had plenty of fun with sourceports and the brilliant modding community since that first install.
Shoutout to my friend who just up and gave me the disc to keep when he moved away all those years ago.
I've bought Ultimate Doom, Doom 2 and Final Doom on Steam and I think I'll go with GZDoom. Also, that source port works well with mods like Brutal Doom ;).
I have music sound level files for the original PlayStation game. Can those be incorporated into GZdoom's music level files?
I've always used Zdoom, good source port if you aren't a purist. If you are one, the chocolate doom is the way to go.
Zdoom's dead
@@Zen-rw2fz yeah well, now there's GZdoom so..
prboom+ is for most purists, purity enough ;D
As a GZDoom fan... I like mods. They can be stupid. Also freelook is fun, it lets me throw rocks accurately.
For me, GZdoom is my go to. Thing is, you can tweek the options to get it to work like the original if you so want. Cap the FPS, lower the resolution, even switch from Open GL to Boomercolor. I mostly want my DOOM to run with a mouse and WSAD on wide screen with a good looking HUD. I respect the original but it's a bit too archaic.
It took me a while because i had the same ocd with the blood colors and i dont like crispy doom as much as prboom+ and so it turns out that there is a blood color option i just forgot where it is, and now prboom+ is perfect to me