Thread:Deathstalker666/@comment-1496755-20171111143841/@comment-3547390-20180315075658

Ouch, yeah, I figured that you would run into those issues. Glad to know the error wasn't with me at least.

Wait, D3D doesn't work in a Virtual Machine? Well... that kills a lot of my need for a VM. Almost anything I would bother with would be D3D unless it is some random DOS file.

Nods, let us hope it can work, though it is depressing as that means I would need a real Win95 system to use Direct3d. So much for me using this editor to replace QuakeMap. This would explain why VMs could never play the games I tried to install, they were D3D titles. I guess this is also my answer for Thief, which also happens to be on D3D. D3D is really the main reason, gaming wise, to not switch to Linux or something. Windows 8.1 for life for me, Windows 10 has been ruining compatibility with old games and 8.1 is even better than 7 for compatibility.

Oh, that part is simple indeed. Quake was a 3d game. It is far harder to do things in 3d; modding resources or making levels. It takes forever to make a small map in Quake, while in Doom it is easy to fly through it, with the bonus that sprites are easy to modify. Basically, the entry level was far lower with Doom, which in turn means a lot more wanted to do it and could do it. In turn, you get a massive amount of popularity simply because of how much easier it is to work in a 2d environment.

Yeah, Quake pretty much was big because of its multiplayer, which means less Single Player oriented stuff. That didn't help motivation at all, nor did the whole lack of popularity for various reasons. Many people that loved Doom hated Quake as the mindset was very different, no more killing 1000 enemies in a map, instead you are limited to 100 in the largest levels and every enemy taking longer to kill. There was a lot of criticism about how long it takes to kill an Ogre, how weak the Double-Barrelled Shotgun is, and how much worse the sounds are. That is of course without touching on the whole criticism of colors and the lack of real bosses. As much as Quake was designed as "Doom 3", the truth of the matter is that both franchises have very different mindsets. Doom is made to be fast paced, to fight hundreds upon hundreds (starting with Doom 2 especially), while Quake is made to make the average AI take longer to kill while moving slower. The AI in Quake can be a bit harder, Fiends being instant kill nightmares and Spawns being the disdain of all, but much like Doom there was no real balance when all the levels were placed together and so people end up highly overpowered. I am not sure id Software was very good at balancing. Shotgun starts are a lot harder than pistol starts, I can say that, because a Fiend with no armor is far worse than anything in Doom (especially Doom 1) besides the boss enemies. It didn't help that Doom lacked real variation with its enemies, fixed in Doom II somewhat, and that I never really found the Double-Barrelled Shotgun useful (In fact, I find it wastes shells and seems to be an unbalanced weapon, so I just use the regular shotgun; much like the BFG, Doom ends up making me not want to touch all the weapons at my disposal as they seem unbalanced).

Yeah, the hardcoded stuff does not help at all. I hate not being able to see entities in the editor, just bounding boxes. Plus the fact that all the code for the default enemies is not really there. A lot of my issues with textures came back to the fact that there is no easy way to rip the texture files from the PAK files. Quake has strengths and weaknesses, the community made most of those strengths as custom files are HIGHLY modifiable in a way I never really saw with Doom. As I said, full mad scientist, you can take a gun from one commercial add-on and include it with another commercial add-on, granted you modify the level to have a location for it to appear (I hope you can summon enemies in Quake 2, I know you can in Unreal, and that is one thing I definitely love playing with).

Decent editors? Definitely not. I have played with all the editors I have documented besides QuMa for obvious reasons and any that are little more than a blurb (Quest, surprised I haven't run into that one). Most "editors" were either text programs or converters for 3d modelers early on, much longer than we saw with Doom. QScript makes me wish to play with those text files, the design is just so off and it is near torture to make boxes, the only thing it is good for. QuakeMap is much better, I would say the best for ripping apart .MAP files, but texturing quickly turns into a sick joke. THRED is usable, but definitely counter-intuitive, my video series alone showed how much of a headache that one can be and it is better than the others as it has a full 3d view. WorldCraft might be good, except that you can only legally use it for 30 days without registering. Doom editors, even in 1996, seem better than anything Quake has ever gotten for editing. I can embrace quite a few 3d editors from various games later on, but Quake in particular is just one game that demotivates me. I think Quake 2 has my favorite editor of them all, GTK Radiant (which was used in Doom 3), so it will be nice to get back to it after all these years.

I should mention WorldCraft runs into the exact same problems QuMa does and is also Direct3d, to be specific Direct3D 3. I think I am seeing that any old Direct3d software is going to fail... and can't be emulated. Well, this stinks. I have an installer for Direct3d 3.0. No avail. I also can't install the program as it likes to freak out about my 2 TB drives, saying I don't have enough space. Sigh, the curse of old hardware, hitting your head against a wall to get all of it to function. Gotta love the help online. Doesn't surprise me, online usually doesn't work for whatever I need help on, and so I have to turn to the people around me. You are pretty much the only one insane enough to care about obscure Windows 95 files (besides me, though I run into the issue of not being sure what to do a lot and so either get lucky with finding something or just admit defeat), everyone else plays modern games or games that can be trusted to work without too many headaches. Besides setting up a whole separate rig with Windows 98SE (I assume that would be best for max compatibility as I don't think there are any issues between 98 and 95), is there really any simpler solution to all of this? Using d3drm.dll alone doesn't fix the issue, which is curious as it seems it would for 2003 games, which suggests it is pre-NT versions which are going to give us grief.

Direct3d causes the issues. Post XP there seem to be no issues. But this begs the question, isn't Diablo made in DirectDraw, part of Direct3d? As Diablo is 1996 and I am playing version 1.00, wouldn't that suggest a 2.0 D3D release as I believe it was prior to September when 3.0 came out? If so... how is it that Diablo works fine, but these editors don't? My CD can confirm Diablo uses Direct3d 2.0, which confuses me. What sorcery is this?

Regardless of all of this, I feel like it is an argument of quantity versus quality. Doom just fully disinterests me, the design and all, which means everything I would do ends up feeling pointless or just curious at best. Quake, I can get fully into things, a new level is a new level. Just a totally different mindset.

Card games just aren't my thing, mainly because I don't understand them. They also just lack what I love doing in games, exploring worlds. But yes, I am very patient. Most people end up losing patience with me as I do things too slow for their liking. I just like my leisure time to be leisure, not more of a chore where I am just burning to consume. I have gotten various comments, such as "you are still on Aftershock?!?" and other such things. Send me into a MMO, everyone else will be rushing ahead while I try to read the story and tick everyone off. My life pretty much revolves around dealing with impatience around me as people want things to constantly change. They get games done in a day, they constantly are flying around, and they don't really understand that I am not like that. I take the id Software approach, it will be done when it is done, and in my eyes it is all about the journey. Part of the reason I can play endless test levels and multiplayer levels; though I can admit it isn't that exciting, I am still happy to be excavating, and know better treasures are out there :P

Odd indeed, glad you fixed it up, I didn't even see it.

Also, new oddity, but does DOS have problems detecting Numlock in Windows keyboards? I can't get to start because I don't have Numlock on...