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MadhatteR

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What do you mean? What has dosbox to do with anything? There is DooMsday for DooM, dosbox is for warcraft and other. I just asked what did they do in that collectors edition? They improved the graphics or what?

May the Abyss rule!

 

Shadow of the Serpent Riders fan.

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Graphics is the same. I think they included a a number of fanmade maps though in the game. It is certainly not the original game as it was released back then. It also contains Ultimate Doom, Final Doom CE and Doom 2. The major difference is, that it was compiled for Windows, so that you wont have to run it with a DOSBox and cofnigure it all. It also has the menus that allows to you select several options, like there were add on starter programms back then. Since I didn't have the original package anymore, this is a nice wrapup if you want to play it again and don't want to fiddle with the original.

Gerhard

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Can you give a screenshot of how it looks?

 

The DooMsday DooM looks like this - http://www.doomsdayhq.com/screenshots.php?game=jdoom&index=5

 

How does the port? If all it does is just not require dosbox - I played old doom without dosbox. They do work, dosbox is just more reliable, but really, if you like the game, is it so hard to download doomsday... Whatever, as you wish, maybe you are tied to dos grafics...

May the Abyss rule!

 

Shadow of the Serpent Riders fan.

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Personally, I think the tap forward mechanism is reasonable. In the original thief games it was a way the ONLY way sometimes to cross certain floors without alerting guards, and it took skill to balance your movement and timing it in just a way that you were not seen regardless of the noise you arn't making, and it is such slow progress, why not? As for the "finish the animation" thing, I personally hate that. Nothing makes movement feel more clunkier then tapping the forward key and not going anywhere.

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I don't think it is so reasonable - there should be some types of floors - especially in rooms that are large and/or reverberant - that there is absolutely not a single way to cross without making a noise and potentially alerting a guard, and tapping forward obviates that. In the original Thief game I can't think of a single mission where you had to tap forward to complete the mission without being detected, you just had to be observant and creative.

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The solution is simply to make tapping forward (or the equivalent) non-silent, but quieter. If I want to move quietly across a tiled floor without putting socks on, it's quite possible to do it in such a way that I don't sound like a freshly shod horse. Perhaps I'd slide my feet forward instead of picking them up, or replace them on the floor veeeery slowly. Either way, the actual clop-clop would be virtually nonexistent, but there would be a small rustle or such.

--

Somethin' fishy's goin' on here... Come on out, you taffer!

 

~The Fishy Taffer

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The final tweaking isn't done yet, but I think crouch-creeping will be very quiet, and very slow. In terms of sound made, I don't view the crouch as a literal duckwalk, but kind've an abstraction of bending low to the ground and really carefully plan each footstep to make the least amount of noise.

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