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#41 | |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,485
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#42 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,993
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I bet they were bloody glad they didn’t in the end! There was no way a licensed game in 1995 would have made it’s money back, most original games were probably just breaking even!
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#43 | |
Registered User
Join Date: Dec 2017
Location: Denmark
Posts: 185
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Quote:
But you are properly right, if ID still had released the source 2 years later, it would have killed any remaining sales. |
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#44 | |
Registered User
Join Date: Jan 2004
Location: Yorkshire
Posts: 768
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Quote:
So yeah it's likely he didn't want to make any sacrifices or maybe the time it would have taken coding the engine wouldn't have been profitable but looking at those two games in title I'm sure it would have been possible to release something on Amiga if they had wanted to? Last edited by Mick; 14 August 2024 at 16:43. |
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#45 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,993
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Well the difference is Team 17 paid their developers for the work, where as Clickboom got away with what shit they could to make a quick buck!
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#46 |
Registered User
Join Date: Dec 2017
Location: Denmark
Posts: 185
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#47 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,849
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Given Carmack is widely credited for using 2D BSP for this very purpose and to overcome the limitations of Wolf3D's raycasting engine, do you have any doubt at all he'd recognise Grind as being more Doom than Wolf? Also, KK directly responded to a tweet of his on that very matter when this all started.
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#48 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,849
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Quote:
The simple fact is, your observation is only true in retrospect. In 1993, the the techniques to achieve copy speed C2P were not known to anyone except perhaps a few demo codes that were experimenting with the idea. What was known is that Doom ran on a chunky 68040 system, the colour NeXT box, and used petty much the full CPU time to do so. Consequently, in 1993, his statement was completely fair. I'm not sure yours is, in 2024. |
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#49 |
Registered User
Join Date: Dec 2018
Location: Earth
Posts: 1,114
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The Amiga was (is) a Marvelous System. Love it to this very day.
![]() (my favorite !) ![]() ![]() But even Jay Miner did say ; that in hindsight he would have designed the Amiga with Pixel Graphics instead of Bitmap Graphics. But hindsight is a tricky thing. [ Show youtube player ] Skip to 21:31 ..... better yet; watch the whole thing ![]() |
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#50 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,068
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Quote:
Having said that, I wouldn't fault him for not knowing but it seems even more likely that he -simply- also didn't care. In which case I wouldn't fault him for that either ![]() Commodore was already done and buried and the market was small in comparison so an official port would make zero sense financially. I also doubt whether Carmack had any idea a quick response to such an obscure fan mail would be blown that much out of proportion and be quoted that many times in public... even 30 years later! In any case it would be interesting indeed what he (or John) would think of Dread/Grind if they saw them now. Perhaps once Grind is complete I should send them a copy ![]() |
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#51 | |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 43
Posts: 7,086
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#52 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,849
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@Tsak
I don't know the routines were that fast in 1994. I think they hit the ceiling around 96/97. It's somewhat moot. Carmack had no interest in porting to Amiga but if someone else had approached them to do it, preferably with some proof of concept for C2P that showed its practicality, I don't think he would have objected. After all, id were happy to let Quake to be ported. The way Carmack is portrayed in these discussions, you'd expect them to laugh it off and deny any kind of port of their premium licensable IP to some crippled untermensch platform. But no, they were entirely pragmatic, licenses were paid, quality was tested and we got an official port of Quake. We can't seem to get over the collective trauma of not having had Doom when it was new. It was 30+ years ago. Time to move on. |
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#53 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,068
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Quote:
Don't you find funny how things come around and a trauma like that also becomes responsible for that much creativity? ![]() |
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#54 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 43
Posts: 7,086
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I'm sorry, have we met before? Hi there, I speak for EAB in this matter. Moving on is the very last thing we would do, thank you very much. If you do not want to believe it, I invite you to read literally any thread on this forum.
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#55 |
Returning fan!
Join Date: Jan 2011
Location: Montréal, QC, Canada
Posts: 1,456
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And let's not forget that the first version of Doom was developed on a NeXTcube, i.e., a 68040
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#56 |
Registered User
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Location: Ur, Atlantis
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#57 | |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
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#58 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,485
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#59 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 43
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#60 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,849
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Quote:
All it would have taken to get a proper commercial doom port would have been for an Amiga development company to approach id software for a license and ideally something to show it was feasible. This is how everyone else did it, but no, Carmack the asshole that denied us doom. The same asshole that was happy for us to have Quake. Make it make sense. |
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Thread | Thread Starter | Forum | Replies | Last Post |
GRIND : choose the HUD design you like! | Tsak | project.Amiga Game Factory | 22 | 11 October 2023 10:00 |
Dread Demo Dual Disk | matburton | Retrogaming General Discussion | 7 | 21 July 2023 14:18 |
Dread deathmatch | nikosidis | Amiga scene | 8 | 19 December 2022 19:33 |
Naughty Dread | Twistin'Ghost | HOL data problems | 6 | 13 December 2004 15:05 |
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