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Comment by whou

1 day ago

Cool curiosities! The chocolate quake source port is great as well. I've always wondered why there wasn't a chocolate doom equivalent for quake. It was nice to see its announcement earlier this year, so I've been quietly following its development ever since. The guy behind it did a great job, now we just need a crispy doom equivalent for quake!

I also wonder where is that tortoise texture from. Seems such a small thing to have the effort to create art for during development.

I think nobody tackled it because Quake is so fast. There is quake.exe but also glquake.exe and winquake.exe. Each have different capabilities.

And of course there is quakeworld which is a complete fork with different net protocol, prediction, and commands. Example of new features is that skins can be downloaded on the fly, you no longer needed skinpacks.

I am not familiar with chocolate doom what makes it better than any other doom source port?

There are many good source ports of quake, I always liked darkplaces but it intentionally and willfully tries to push improvements so not really for purists. There is stuff like fitzquake/quakespasm that stays much closer to vanilla quake and if you like quakeworld ftequake.

  • > I am not familiar with chocolate doom what makes it better than any other doom source port?

    The earliest doom variants once the source code released started adding features that weren't faithful to the original dos version 1.9.

    Even Boom which was a pretty conservative codebase that focused on limit removal for level editing added weird things like weapon recoil pushing the player back when you shoot a weapon.

    So chocolate doom's name is wordplay on "vanilla doom" - it's the version of doom we all played in the 90s just updated with current i/o libraries (libSDL) so it can run on modern platforms.

    • Chocolate even has same bugs and visual glitches beyond original limits. This helps when making maps you want to work in DOS without having to boot DOSBox or ancient hardware.

  • Chocolate Doom attempts to replicate the original Doom experience in a modern source port, without the embellishments, bug fixes, and features offered by source ports like GZDoom. It's like the difference between building a modern clone of the Amiga 500, hewing as close to the original designs as possible, and building a "modern Amiga" with a PPC CPU, modern GPU, AmigaOS 4.x support, etc. Sure, the second is neat, but some people want to work within the exact constraints and quirks of the first.

  • Quakespasm needs a flag so your system doesn't nearly halt if it's running under an old 32 bit machine. And by old I mean an N270 CPU based netbook.