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Joined 1 year ago
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Cake day: August 4th, 2023

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  • Calling it a mod is a disservice, this is a customized GZDoom with a whole new renderer, plus the voxel sprites, plus lots of texture and map work to add reflections, lights, emissive textures, and more. It’s really impressive work! Sunlight streams in through skylights, looks slightly hazy, colored lights look great, buttons and screen textures glow. They even made the spectre have predator-style cloaking! There’s some cools settings too like being able to 50/50 split the screen with the default renderer so you can make your own “RTX enabled” memes and screenshots.

    But yeah it definitely goes a little overboard. Turning off Bloom helps a lot, but I wish you could just turn it down. Even deactivated objects glow super bright, and things that light up when active all blow-out to pure white in the center. The map are way too dark generally though, to make the new lighting more dramatic but it’s bad. Also the metablob blood effects are funny and cute (woah, liquid blood that splatters and flows!) but it looks kind of terrible and very silly.

    Still there’s some great surprises and gorgeous views! Definitely worth a spin!


  • If you check the folders as well, all the .WADs are there for everything (if you want to use them with a different port/engine). Not sure if it detected which games I already owned, but my version is actually Doom + Doom 2 + Final Doom + Master Levels + Sigil + NRFTL + LOR (new campaign). Plus all the featured mods (from the recent console ports) and a regular user-driven mod browser.

    It’s a pretty overwhelming update to the already decent Kex engine port that’s been on consoles for a while. They added a bunch of dvd-extras too like concept art and such. It’s not my favorite way to play but it’s still a pretty great free update!



  • It never bothered me in Source games, but I don’t really care for it as a mechanic. Specifically in Half-Life, I don’t like how it overlaps with long jumping either. (Jump then crouch to crouch jump, crouch then jump to long jump.)

    But I wouldn’t want it in other games because manteling is a superior mechanic. Mantelling is usually when you can hold down the jump key close to a ledge to grab it and pull yourself up, rather than jumping. In most games that have it, mantelling into a smaller space (a vent or pjpe) auto-crouches as you enter.

    It allows for making longer jumps, exciting last moment saves, pulling yourself up into small spaces, simpler climbing mechanics, and more. It’s just a better, more intuitive mechanic that replaces long jumps and crouch jumps and requires no extra key presses.













  • But then I decided, I wrote my own solution, a thing of 1,600 lines of code, which is, yeah, it’s like thousands of times less than the competition.

    And it works. It’s very popular. … I got 100 emails from people saying that it’s so nice that someone wrote a small piece of software that is robust, does not have dependencies, you know how it works.

    But the depressing thing is, some of the security people in the field, they thought it was a lovely challenge to audit my 1,600 lines of code. And they were very welcome to do that, of course. And they found three major vulnerabilities in there.

    He makes a ton of excellent points, but the succinct impact of this little example really hit for me. As someone who often rewrites things so that I can both understand and fully trust in what I’m depending on, it’s always good to be reminded that you literally can’t write 500 lines of code without a good chance of introducing a major vulnerability.

    The tech stack is so dizzyingly high today, and with so many interlocking parts, it continually amazes me that anything at all functions even in the absence of hostile actors.