• Re: More Doom... that's a good thing, right?

    From Borax Man@21:1/5 to Spalls Hurgenson on Thu Aug 15 12:27:55 2024
    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.

    I've made WAD's myself, and I'd by annoyed if they were distributed
    without the corresponding text file. I don't think it is right to use
    other peoples work to create your own 'service' and not also supply the
    authors text files with it. I have the same complaint with some
    multiplayer Doom launchers which will downloads WADS, but just the wad
    file.


    Bethesda wants to use their new Doom games and the attached
    Bethesda.net service in order to better draw its customers into its
    own ecosystem. But it doesn't seem to want to do the work that sort of ecosystem requires, which includes moderation,
    filtering/sorting/deleting inappropriate material, and ensuring
    copyright is respected. It's lazy, in a way that Bethesda is too often
    lazy. It doesn't inspire trust or respect.

    No, it doesn't. They should, at a minimum, curate the list, ensure the
    mods are distributed as originally packaged, and as you said, respecting copyright.

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  • From Ant@21:1/5 to Spalls Hurgenson on Fri Aug 16 04:53:47 2024
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    ...
    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.

    Or just go to ftp://ftp.cdrom.com/pub/games/doom... Oh wait... :(
    --
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  • From candycanearter07@21:1/5 to Spalls Hurgenson on Thu Aug 22 20:30:04 2024
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 15:06 this Sunday (GMT):
    On Sun, 11 Aug 2024 05:30:05 -0000 (UTC), candycanearter07
    <candycanearter07@candycanearter07.nomail.afraid> wrote:

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 14:57 this Saturday (GMT):


    You can't escape it. If if calculates, it runs Doom. Just give in and
    play the damn game already. ;-)

    If it calculates? Does that include mathmaticians?

    Yes. That's why most mathmaticians look so distracted all the time; internally, they are running Doom code. If you lean closely, you'll
    sometimes hear them mumbling about BSPs and gametics string lengths.
    The framerate isn't so good, but the calculations are /extremely/
    precise. ;-)


    That explains it :D
    --
    user <candycane> is generated from /dev/urandom

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  • From Dimensional Traveler@21:1/5 to Ant on Fri Aug 9 17:48:25 2024
    On 8/9/2024 11:37 AM, Ant wrote:
    Thanks goodness I got the free classic DOOM game offers from Steam last Christmas. ;)

    Thank God I don't play Doom!!

    :P

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

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  • From Borax Man@21:1/5 to Spalls Hurgenson on Fri Aug 16 13:33:49 2024
    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.

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