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Doom Turns 25: The FPS That Wowed Players, Gummed Up Servers, and Enraged Admins (theregister.co.uk)

On December 10, 1993, after a marathon 30-hour coding session, the developers at id Software uploaded the first finished copy of Doom for download, the game that was to redefine first-person shooter (FPS) genre. Hours later IT admins wanted id's guts for garters. The Register: Doom wasn't the first FPS game, but it was the iPhone of the field -- it took parts from various other products and packaged them together in a fearsomely addictive package. Admins loathed it because it hogged bandwidth for downloading and was designed to allow network deathmatches, so millions of users immediately took up valuable network resources for what seemed a frivolous pursuit to some curmudgeonly BOFHs.

The game was an instant hit -- so much so that within hours of its release admins were banning it from servers to try and cope with the effects of thousands, and then millions of people playing online. It spawned remakes and follow-up games, its own movie (don't bother) and even a glowing endorsement from Bill Gates.

133 of 214 comments (clear)

  1. The Doom Technique by mkoenecke · · Score: 4, Funny

    I still tend to go through unfamiliar museums by keeping right and working my way around that way so I do not miss anything. I call that the "Doom Technique" because that's how I would explore various levels in Doom, way back when. Vaguely-related note: I still have the original 3.5" floppy containing its predecessor, Castle Wolfenstein.

    --
    TANSTAAFL
    1. Re:The Doom Technique by Headw1nd · · Score: 5, Funny

      Interesting. I myself circle strafe through museums so I can concentrate on the exhibits while I move.

    2. Re:The Doom Technique by Immerman · · Score: 4, Interesting

      You realize that strategy only actually works for solving traditional "one path" mazes, right? All you need is one cyclic path curving to the left with further spaces inside it, and you'll never reach those additional spaces. A lot of paths and architecture, (not to mention labyrinths, where maze paths might not have any dead ends), will keep many of its secrets against such a strategy.

      Still, a not a bad starting point, so long as you're alert to its stark failings.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    3. Re:The Doom Technique by Immerman · · Score: 2

      Here's a common design where the strategy would fail: https://www.curbed.com/2017/5/...

      A large central courtyard with a building wrapped all the way around it. You walk in the front door, turn right and explore all the outside-facing rooms in the building. But, so long as it's possible to go all the way around the building "ring" inside (say, there's a single circular hallway through the middle of the ring), you'll never reach any of the rooms facing the courtyard, nor the courtyard itself.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    4. Re:The Doom Technique by mfnickster · · Score: 4, Funny

      People look at me funny when I keep pushing against museum walls and going "uh! uh! uh!"

      --
      "Slow down, Cowboy! It has been 3 years, 7 months and 26 days since you last successfully posted a comment."
    5. Re:The Doom Technique by pi_rules · · Score: 5, Funny

      People look at me funny when I keep pushing against museum walls and going "uh! uh! uh!"

      If you left your pants on it would be less weird.

    6. Re:The Doom Technique by Anonymous Coward · · Score: 1

      You say that but you haven't seen his pants.

    7. Re:The Doom Technique by Calydor · · Score: 1

      Any maze in which you aren't looking for the door outside but the stairs going up or down. Or given game logic, a teleporter.

      --
      -=This sig has nothing to do with my comment. Move along now=-
    8. Re:The Doom Technique by JaredOfEuropa · · Score: 1

      They do? Around here they'd think you were an exhibit. Wouldn't be the weirdest thing in the museum either.

      --
      If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
    9. Re:The Doom Technique by TheZeal0t · · Score: 1

      I was playing a friend of mine who was pretty wicked at Doom. We were in this area where there was one way into a pit that you had to jump into, and one way out, via teleporter. When you jumped it, it made the "uh" grunting noise. I waited around the corner, pushed against the wall to grunt, and then followed him down in the pit when he was sure I had jumped in ahead. I blasted him with a rocket just as he turned around! He had no idea what hit him!

    10. Re:The Doom Technique by apoc.famine · · Score: 1

      I assume everyone here knows about the silent BFG trick, right? You push the wall just as you start charging the BFG. The game only allows one noise from you at a time, so the grunt replaces the BFG noise, and then you strafe around the corner and unleash it. Everyone knows to run and hide when they hear the BFG winding up, so the first time you get nailed with a silent one it's a giant WTF.

      I know this worked in Doom 2. Not sure about the original Doom. I don't know if I even remember that game with how much Doom 2 we played.

      --
      Velociraptor = Distiraptor / Timeraptor
    11. Re:The Doom Technique by Wraithlyn · · Score: 1

      You mean Wolfenstein 3D.

      The original Castle Wolfenstein is an ancient 2D game from 1981, originally for the Apple II.

      --
      "Mind, as manifested by the capacity to make choices, is to some extent present in every electron." -Freeman Dyson
    12. Re:The Doom Technique by mfnickster · · Score: 1

      "You'll need a stiff drink, when you see the size of these damned trousers!"

      --
      "Slow down, Cowboy! It has been 3 years, 7 months and 26 days since you last successfully posted a comment."
    13. Re:The Doom Technique by hamburger+lady · · Score: 1

      whenever i'm walking and i have to pick up the pace, i unthinkingly make a 'whoosh' sound.

      --

      ---
      Is this the MPAA? Is this the RIAA? Is this the DMCA? I thought it was the USA!
    14. Re: The Doom Technique by UglyMike · · Score: 1

      Wasnâ(TM)t that Commander Keen? With the futuristic blaster and the obese gorillas throwing fireballs from behind bars?

    15. Re:The Doom Technique by Immerman · · Score: 1

      Perhaps you misread my original comment - As I said, the strategy *will* work reliably for "one-path" mazes. So long as you ignore the exit and continue until you reach the start again, you will visit every location in the maze. As soon as you have two paths in a maze reconnect to create a loop though, then the "keep one hand on the wall" strategy can no longer be counted on to give you total coverage, though I *think* it will still find the exit, provided you start at the entrance and not at some random point in the maze where it may trap you in a loop.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    16. Re:The Doom Technique by Darinbob · · Score: 1

      I keep going up to the curators and asking if they have any quests for me.

    17. Re:The Doom Technique by neoRUR · · Score: 1

      I think your taking about Duke Nuke Em, not Doom.

  2. IPX by ledow · · Score: 5, Interesting

    Played it.

    Over IPX.

    With multiple players.

    Over a parallel port cable.

    I kid you not.

    There was an old DOS TSR (that I have never been able to find since) that was a packet driver that operated over either a parallel port or serial port daisy-chain from one machine to the next. Wasn't fast, but it was fast enough. Better than serial alone as you could have several machines connected and it was faster. And everyone had parallel ports - I have no idea if EPP or whatever was an option that long ago, but it was faster than the available serial. And you had several of serial/parallel most likely so you had the ports to daisy-chain.

    Back when nobody had network-cards in their machines and kid's budgets didn't run to even 10Base2 to play their games - Oh, but dad! - we improvised. I don't even remember how we found it (no Internet for us back then), or what it was called, but we used that little TSR for an awful lot of things that weren't otherwise possible without a proper network card.

    The only bit we bought was an ever-increasing daisy-chain of serial and parallel cables using whatever people had discarded or we could find. To this day, I could literally make any combination of 9/25pin M/F to 9/25pin M/F cable for tens of meters of length just from those old cables in my bits box.

    I remember it was a faff with whatever the packet driver was, and then having to load some (Novell?) TSR to allow IPX etc. all in a DOS boot config (we had DOS 5, I think, and 4DOS utilities and a bunch of PC Magazine freeware - AMENU - to make a menu just to load up that config and play networked).

    Hell, I even remember playing Quake over the same link, but that was only temporarily as only our friend had another machine powerful enough to run that, and then we upgraded to 10Base2 and then 10BaseT not long after.

    But I have gamed IPX over parallel port via DOS. People always thing I got it wrong whenever I say that.

    1. Re:IPX by Miser · · Score: 2

      That brings me back.

      I played DOOM over IPX, on actual Ethernet, on a Novell Network.

      "Shared" the folder so multiple machines could access the executables, and played multi player. On a 10Mbps hub based (not switched) network.

      Brought that segment to its knees. :)

      Fun times.

    2. Re:IPX by max99ted · · Score: 1

      +1 for network ARCNET doom matches via IPX. Half the day was spent troubleshooting :)

      --

      Please stop APK.. you're only hurting yourself.

    3. Re:IPX by DigiShaman · · Score: 1

      Ahh the days of LPB.

      Actually, I did play Doom on the original PS1 with the rare serial cable option. Required two units and two TVs. Loads of fun.

      I know, it's not PC, but it is Doom so it still counts :)

      --
      Life is not for the lazy.
    4. Re:IPX by fahrbot-bot · · Score: 1

      Played it.
      Over IPX.
      With multiple players.
      Over a parallel port cable.

      Up hill (both ways).
      In the snow.
      ...

      --
      It must have been something you assimilated. . . .
    5. Re:IPX by leomekenkamp · · Score: 1

      Oh yes, âthatâ(TM) tsr! I am almost sure it came from simtel somewhere. Oh, those were the days...

      --
      Wenn ist das Nunstueck git und Slotermeyer? Ja! Beiherhund das Oder die Flipperwaldt gersput.
    6. Re:IPX by demonlapin · · Score: 1

      We played it over IP network on some of the chemistry department’s SGI workstations. SGIXDOOM upgraded by pulling the full version WAD file off one of our PCs.

    7. Re:IPX by Mashiki · · Score: 1

      Yep, it was the novell ipx driver. Got a 3.5" disk with that critter downstairs. Remember all those hours you spent trying to cram basic drivers below the 640KB line and then force other things into high memory, but still reserving enough space to play the game? 4MB of memory...what a shit show. Now we worry about computers that don't have 8GB or 16GB as standard for simple desktop, and games that are 50GB-100GB in size.

      --
      Om, nomnomnom...
    8. Re:IPX by StuartHankins · · Score: 1

      I played Falcon (3.0?) with my friend over a 9-pin serial cable made by Cables To Go in college... it was something like a 116 foot cable and I held on to it for many years afterward... good times :)

    9. Re:IPX by tlhIngan · · Score: 1

      That brings me back.

      I played DOOM over IPX, on actual Ethernet, on a Novell Network.

      "Shared" the folder so multiple machines could access the executables, and played multi player. On a 10Mbps hub based (not switched) network.

      Brought that segment to its knees. :)

      Fun times.

      Actually, one of the first few patches to Doom was to reduce network utilization. Apparently the early versions were so good at taking down corporate networks (because home networking was but just a glint back in the day) with traffic that workplaces banned its use.

      So a later version came out that greatly reduced network utilization so you could at least play it and not take down the network at the same time.

    10. Re:IPX by Gumby · · Score: 1

      Back in my day, we had to write our own games, in the snow!

      At uni there was a 3-D vector FPS on HP Chipmunk workstations called Tunnel. You where in a maze, with the view being just the perspective outline of the walls, and the other player was a cube outline with a tetrahedron on the front side. So there would only be about 12 straight lines on the screen, except when the other player was present,

      We wrote our own version on DOS PCs (8086s! not ATs!) and linked 3 PCs with serial ports so 3 of us could death match. Jesus we played that for hours!

      Update: Apparently, it was originally ('73) called Maze War:
      https://en.wikipedia.org/wiki/Maze_War

    11. Re:IPX by jittles · · Score: 1

      Ahhh one of my older brothers was a security guard at HP when they closed down a bunch of facilities over in Sunnyvale and threw away a bunch of hardware. We raided that trash for coax network cards and used Novell and IPX to play Doom and eventually Duke Nukem. I think that Doom allowed a 4 person multiplayer? I forget. Anyway, not long after that and I was playing Warcraft 2 over dial-up modem with my friend. And oh how the world changed when one of my friend’s dad, who worked at Cisco, got an ISDN line and we were able to download boatloads of MP3s and trade them all over school using CDRs. Man. Now I have gigabit fiber into the home and I can download gigs if data in just a few minutes. My how the world has changed.

    12. Re:IPX by Gumby · · Score: 1

      Thank you - 8088 is totally correct.

    13. Re:IPX by AbRASiON · · Score: 1

      > "But I have gamed IPX over parallel port via DOS. People always thing I got it wrong whenever I say that."

      I was about to tell you how wrong you are until I saw the rest of your post, pretty cool stuff!

      We got our first 10mbit network cards due to doom, man adding that third player in my group of normally 2 was hectic but worth it.

    14. Re:IPX by habig · · Score: 1

      Actually, one of the first few patches to Doom was to reduce network utilization. Apparently the early versions were so good at taking down corporate networks (because home networking was but just a glint back in the day) with traffic that workplaces banned its use.

      So a later version came out that greatly reduced network utilization so you could at least play it and not take down the network at the same time.

      IIRC, the first version used a token ring style "everybody gets all the packets" setup. Then, they realized that Netrek was doing a much better networking job with point to point packets. Us netrek hackers were happy to have contributed to the general video game corruption of the world.

    15. Re:IPX by antdude · · Score: 1

      Was that ParaDOOM like in 1994?

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    16. Re: IPX by Cmdln+Daco · · Score: 1

      I am pretty sure there is a Doom cart for the Gameboy Advance,

    17. Re: IPX by Cmdln+Daco · · Score: 1

      Terminating 50 ohm resistors.

    18. Re: IPX by Cmdln+Daco · · Score: 1

      Unless you had an AT&T 6300. 8086 with a real 16 bit bus!

    19. Re:IPX by Miser · · Score: 1

      Interesting! I was young(er) back then, and probably had the version that didn't have the patch.

      My teacher and mentor at the time was nice about it, but was also stern in the fact that I really ought not to be doing that.

      Slightly off topic, but now all those magical systems that I had (remote at least, never physically saw them) access to when I was younger (PDP's, VAXen, Alpha, mainframes, etc) I can emulate on a Raspberry Pi. Most of the time tech doesn't amaze me, but stuff like that sure does.

    20. Re:IPX by Mashiki · · Score: 1

      Computer hardware was still scary back then. We could have bought a 3.3V 486 (DX/4 100, DX/4 120) and put it in the 5V motherboard, to great prejudice. Not that I knew. Someone DID this, not in the same decade so he had fun watching it burn. It still worked after putting the original CPU back anyhow.

      Yep, remember a lot of that. I also remember the "volt down" period in the mid-to-late 90's when things went from 5v dimm slots to 3.3v, and in some really screwed up cases 4v. I didn't find computer hardware scary, more that there was so many requirements to "get it to work" I'd line it up with the first cars in terms of complexity. When it worked, it worked well. Hell, when was the last time you needed to use jumpers, dips witches, or break out cross-board jumper wires in order to make hardware work. Nowadays, if a $50k rack dies, I pull it out and slap a new one in. The software does everything to bring it back online and nobody even notices that something happened. ~30 years ago, someone bumping the table could cause a HDD to 'skip' and lose it's seek and would bring down every term-PS/2 hooked up to it. 20 years ago, a 200Mhz IBM server with 64MB of ECC ram, was over $7000 and the hot-swapable SCSI drives were $3500/pop.

      I'm continuously amazed at just how far things have come since even the days of the Vic 20's, recording data on cassette tapes, and $7600 10MB HDD's.

      --
      Om, nomnomnom...
    21. Re:IPX by Agripa · · Score: 1

      IPX is not routable but we found a way to bridge and tunnel it between where I lived and a friend's house so we could hold dual LAN parties.

    22. Re:IPX by Agripa · · Score: 1

      IPX was not the only protocol to have that problem with games. Some other early multiplayer games used broadcast UDP/IP which had the same problem.

  3. Music for the occasion by pak9rabid · · Score: 1

    Some good listenin' for the occasion: https://www.youtube.com/watch?...

  4. Brutal Doom is better by fluffythedestroyer · · Score: 1

    When a doom 2 add-ons named Brutal Doom is more fun and way better than the reboot made not long ago, you know you fucked up. hehe. Ok not fucked up but come on, its Bethesda, what did you expect hey.

  5. I have only two words to mark this occasion. by sootman · · Score: 4, Funny

    IDKFA IDDQD.

    I can't remember my mom's birthday but I still know those two codes. :-/

    --
    Dear Slashdot: next time you want to mess with the site, add a rich-text editor for comments.
    1. Re:I have only two words to mark this occasion. by pak9rabid · · Score: 2

      Did somebody say IDKFA?

    2. Re:I have only two words to mark this occasion. by Pikoro · · Score: 1

      IDSPISPOPD

      --
      "Freedom in the USA is not the ability to do what you want. It is the ability to stop others from doing what THEY want"
    3. Re:I have only two words to mark this occasion. by Calydor · · Score: 1

      Don't forget IDGAF. ;-)

      --
      -=This sig has nothing to do with my comment. Move along now=-
  6. Quake Fulfilled Doom's Promise by BrendaEM · · Score: 4, Interesting

    Quake had true 3D levels that can pass over one another. Quake had 3D adversaries. Quake had network gameplay with Quakeworld. Quake had OpenGL support with GLQuake that launched the GPU world, really starting with the Voodoo 1. Quake had translucent water, which was amazing the first time I ever saw it. And lastly, Quake is still the bar that any small platform must aspire to by answering the question, "Does it run Quake."

    --
    https://www.youtube.com/c/BrendaEM
    1. Re:Quake Fulfilled Doom's Promise by pak9rabid · · Score: 1

      Quake had network gameplay with Quakeworld>

      Technically, Quake had network gameplay before Quakeworld, it just used TCP rather than UDP, so it was awfully laggy when moving.

    2. Re:Quake Fulfilled Doom's Promise by froggyjojodaddy · · Score: 2

      I remember the first time I enabled OpenGL mode and was blown away by the visuals. I spent more time just walking around looking at stuff than playing in those first few hours

    3. Re:Quake Fulfilled Doom's Promise by Lisandro · · Score: 1

      Sorry, no.

      Don't get me wrong, Quake was a massive achievement by ID, but Doom was seismic when it launched. There was simply nothing like this available before.

    4. Re:Quake Fulfilled Doom's Promise by jittles · · Score: 1

      Quake had true 3D levels that can pass over one another. Quake had 3D adversaries. Quake had network gameplay with Quakeworld. Quake had OpenGL support with GLQuake that launched the GPU world, really starting with the Voodoo 1. Quake had translucent water, which was amazing the first time I ever saw it. And lastly, Quake is still the bar that any small platform must aspire to by answering the question, "Does it run Quake."

      Man I always though Quake was garbage and that was when I stopped playing FPS games.

    5. Re:Quake Fulfilled Doom's Promise by cyberchondriac · · Score: 1

      The 3dfx Voodoo cards, they were a game changer.. literally.

      --

      Look back up at my post, now look back down, you're on the Internet. Now look back up. I'm a signature.
  7. *seemed* like a frivolous pursuit? by Immerman · · Score: 2

    Really, it only *seemed* like a frivolous use of network resources? In exactly what way is playing Doom, or any game generally, not *actually* a frivolous pursuit?

    Not that I'm opposed to frivolous pursuits, far from it - but if you're making the implied claim that playing a game *isn't* completely frivolous, a little evidence would be appreciated. Or at least a decent argument. Heck, even an anecdote would be a big step up from making such a ridiculous claim completely unsupported.

    --
    --- Most topics have many sides worth arguing, allow me to take one opposite you.
    1. Re:*seemed* like a frivolous pursuit? by atrex · · Score: 1

      One could say that it's only 99% frivolous. Playing an FPS like Doom would test and build the player's ability to react to visual stimuli with small hand gestures as well as test a player's memory and exploration skills (where was the door this blue key goes to again?).

      Not exactly skills that have significant application in the real world, unless you're remote piloting a drone and navigating with only it's camera for reference.

    2. Re:*seemed* like a frivolous pursuit? by SirSlud · · Score: 1

      Humans enjoy entertainment and games as forms of engagement just as they enjoy work and getting things done. I don't think it's a controversial stance to say that video games, board games, sports, or other types of games have value.

      --
      "Old man yells at systemd"
    3. Re:*seemed* like a frivolous pursuit? by Immerman · · Score: 1

      Agreed - that's a large part of why I'm a fan of frivolous pursuits. It doesn't make them any less frivolous though. If a frivolous pursuit had *no* value, nobody would waste their time on them, and we wouldn't have a word for it.

      Definition of frivolous

      1a : of little weight or importance She thinks window shopping is a frivolous activity.
      b : having no sound basis (as in fact or law) a frivolous lawsuit
      2a : lacking in seriousness a frivolous conversation
      b : marked by unbecoming levity was criticized for his frivolous behavior in court

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    4. Re:*seemed* like a frivolous pursuit? by Immerman · · Score: 1

      Frivolous doesn't mean valueless though - it just means unimportant and/or lacking in seriousness.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    5. Re:*seemed* like a frivolous pursuit? by TuringTest · · Score: 1

      Why would enjoying yourself be considered frivolous at all, other than by a badly understood protestant work ethic?

      We're in life to make the best of ourselves and be happy, and playing games (especially social games, like networked Doom) is a powerful way to make yourself happy, thus a very transcendent activity. In the heath death of the universe, it won't matter if you spent your time having fun and enjoying life, or rather working yourself to death; but it will have made a deep difference to you.

      Only if you pursue leisure to the point of becoming unhealthy would it become a frivolous approach; casual gameplay in a healthy environment has nothing frivolous IMHO.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    6. Re:*seemed* like a frivolous pursuit? by apoc.famine · · Score: 3, Interesting

      One could say that it's only 99% frivolous.

      And one would be wrong.

      Hacking Doom, Quake, and UT taught me to code. I wouldn't have hacked on them if I wasn't playing them.

      Building levels for them gave me a way to visualize 3D environments that I later found out not a lot of people have. Not sure if it's cause and effect, but it definitely helped strengthen that skill.

      Working on larger levels and mods taught me how to be a program manager, a skill which is enormously useful the older I get. Hacking on these taught me the value of documentation and code comments, especially as I began working with other like-minded individuals.

      Doing all this taught me about emergent behavior in a way I could never have learned otherwise. Now I really understand how a system design can reinforce or depress user behavior, and I consider that when designing systems.

      All that because I played games so much I couldn't help tinkering with them. I'd never had the drive to do any of that in my teens and early 20s if I hadn't been obsessed with the games. Hell, I wouldn't even have known that such things were possible. I bet a solid 50% of my success in life came from those games.

      --
      Velociraptor = Distiraptor / Timeraptor
    7. Re:*seemed* like a frivolous pursuit? by Immerman · · Score: 1

      I think we agree on general life philosophy on this (though I'm unconvinced that the Protestants did) .

      However, consider this - while enjoying yourself is important, any specific activity that contributes to that goal is not - it could be readily replaced with some other enjoyable activity. Contrast that with farming, blacksmithing, and most other "productive" activity, where the end product of that specific activity *is* important.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    8. Re:*seemed* like a frivolous pursuit? by epine · · Score: 1

      It wasn't a big jump from Quake to Counter-Strike, and Counter-Strike (or near replicas) ended up training real troops. For real combat. With real weapons. Real wounds. Real blood. Real gravestones.

      What hasn't been pointed out here is that Quake wasn't just innovative for true 3D, but had pretty good 3D physics as well. In particular, you could bounce the grenade off walls and ceilings at different angles and velocities in all kinds of unpredictable ways. I wasn't that big into rocket jumping, but I think that was a thing, too.

      The physics alone basically changed the game from a finite universe (the usual stream of self-contained rabbit warrens with endless texture make-overs) into an effectively open-ended combat dynamic, even if it was open-ended in a fairly small way.

      The biggest limitation with single-player Quake was the polygon budget. The game had to ration your opponents in every region. You could have maybe a dozen standard monsters, or up to three boss monsters in the current zone (if they were carefully limited in graphic complexity). The whole place ended up feeling more like a crypt frozen in time, or a haunted temple only activated by Indiana Jones daring to enter the portal. There was no sense that the place had its own daily rhythm, or economic rhythm, or even a religious or cult rhythm.

      Making a big noise here rarely had any sustained effect on what woke up there.

      The game wasn't horrible for alternative routes, but the alternate routes always felt explicitly designed (or accessible only to controller monkeys). You always felt the walls funnelling you back into the standard sequence.

      This was not far from the era of the infamous FreeBSD GIANT lock. I'm pretty sure it was Daniel Kahneman's book where I learned that the number one predictor of success in the Israeli Air Force was the ability to quickly dial into a cognitive task and then filter out everything not relevant to that task, and then to shift focus in an instant, choose a completely different cognitive task, and again filter out everything not relevant to the new task (activating a completely different set of filters).

      That's really hard to do, so most people who aren't experience in that kind of dynamic environment learn to coordinate themselves through a cognitive GIANT lock. At certain key points of the process, your behaviours are rigidly serialized. The brain is inherently SMP, but learning how to coordinate several concurrent processes all at once without them stepping on each other is extremely difficult.

      It was through videogames that I sandpapered away the GIANT lock out of my own cognitive codebase. I basically played from the dual-joystick Robotron era through to Half-Life (with a sprinkle of Diablo and Age of Empires on the side). Then the games started to become more vested in faux realism (aka fantasy gratification) and more like skateboards and less like harried brain-teasers, and I quickly lost interest in the entire scene. (Rail guns and mental GIANT locks are like chocolate and peanut butter, so even Half-Life was already on the downslope; lumbering around the entire maze fumigating snipers in single-file was less enjoyable to me than the "real" work I was probably avoiding, so I just ignored the snipers and went full on into the nearest exposed melee and rarely lasted more than 40 seconds before my head popped off, yet again, no matter how well I meleed—presumably by some mono-tasking 12-year-old rail gunner who probably chuckled about how clueless and stupid the other players were to get shot over and over and over again in the same way.)

      Eradicating your personal GIANT lock is exactly what you need to do if you want to become Robin Williams or Tina Fey. At the height of improv, you need your wits online across the board all at once. Railgunnery hails from the tired, gaseous province of scripted of fart jokes.

      Improv, itself, is an essential skill if you want to contemplate how language really works, at its deepest level. Your highschool grammar teac

    9. Re:*seemed* like a frivolous pursuit? by sootman · · Score: 1

      Not entirely frivolous. How many people learned a few things about configuring DOS or setting up networks while trying to make a game work? How many people wound up with a career in computers thanks to the gateway drug known as level editing?

      --
      Dear Slashdot: next time you want to mess with the site, add a rich-text editor for comments.
    10. Re:*seemed* like a frivolous pursuit? by Immerman · · Score: 1

      So does the relevance to myself and any other being that doesn't exist on a cosmic scale of space and time.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    11. Re:*seemed* like a frivolous pursuit? by TuringTest · · Score: 1

      it could be readily replaced with some other enjoyable activity

      Maybe, but you consider this: there's a point where the activity you practice begins to define who you are. If you pursued different leisure activities, you would practice different skills, and meet different people. I wouldn't be the same nor have the same friends if instead of attending my roleplaying group sessions, I indulged in tennis lessons on weekends. Tell me how frivolous is that.

      You can get the field farmed and iron forged with the the same results, whether it's you who do the farming or someone else; that's not true for improving yourself and positioning you in a social group.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
  8. Remember getting chewed out by the VP of IT for by MooseDontBounce · · Score: 1

    crashing our Netware 4.x server one lunch time playing DOOM. The server only ran the whole business. Three of us sitting in his office getting read the riot act. Good times.

    1. Re:Remember getting chewed out by the VP of IT for by cyberchondriac · · Score: 1

      Reminds me when I was a tech, a coworker and I were farting around with a modded Doom wad that had a "weed" based theme, pot leaf textures all over the walls, and the Pinky Demon would run around yelling "F__k You!" instead of growling. Just single player mode, not a deathmatch or anything. The coworker and I were laughing our heads off until we noticed the boss standing right behind us with a sour face. Ah well.

      Also, Barney Doom. That was great.

      --

      Look back up at my post, now look back down, you're on the Internet. Now look back up. I'm a signature.
  9. Re:"doom" is probably also what sealed by Opportunist · · Score: 2

    What fell the Amiga was clinging to the A500 long after it has passed its prime, and the incompatibility to newer models. Not its 3D-capabilities, or lack thereof. The PCs of the time were not any better at displaying 3D graphics, dedicated 3D cards came much later when 3D actually became a thing.

    Furthermore, A500s were sold as "as is", hardwired and hardly upgradeable. You could plug a memory extension into it, you had an "expansion port", where upgrading it with anything cost way more than it was worth and you could basically only use Amiga hardware to do either, much as you do with Apple today (granted, back then this was not so uncommon), but Commodore simply didn't offer anything worthwhile for way too long. When they finally woke up, the ship had already sailed and people were turning towards the PC for gaming because it caught up quickly, sound cards became cheaper and while it was a bit more of a hassle to get the hardware to do what you wanted it to do (the older ones here may remember the worries of setting DMAs, IRQs and IO ranges so they don't conflict between various cards, usually with jumpers that deserved their name mostly for jumping from your fingers into the depths of the case), you at least could get it to do what you wanted it to do.

    Amiga still sold the 500 long into the times of 386 and even 486 when VLB graphics cards came out that had more video memory than the A500 had in total. And games for the Amiga were also still built to run on the 500 instead of targeting 3000 and 4000 machines, mostly because of a nonexistent market.

    The time simply passed by Amiga. That's all. It fell for the same reason the C64 eventually fell: Technology surpassed it and while it was technically possible to upgrade the A500, few people did and hence few games supported it.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  10. amgia stuck to custem chips to much and os in rom by Joe_Dragon · · Score: 3, Informative

    amgia stuck to custom chips to much and os in (non flash) rom

  11. New levels by olsmeister · · Score: 2

    Doom is what got me to buy a Soundblaster back then. It blew me away.

    Anyway, John Romero will be releasing 9 new levels to commemorate the 25th anniversary.

  12. Commodore's fate was sealed by evanh · · Score: 1

    by dwarfing economies of scale that were emerging even as the C64 was at full strength. Motorola was taken out the same way. IBM even suffered. There's many others like DEC, Sun, SGI, Atari. Apple all but died under the onslaught. They only survived by filling a gaping hole in music sales that the music exec's still can't get their heads around. The Web enabled Apple to shift out of general computing.

    It's a chicken or egg problem. Everyone wants to use the same software. So you can't design hardware for something that isn't the mainstream without it being expensive.

    1. Re:Commodore's fate was sealed by jellomizer · · Score: 1

      I wouldn't call them being cross developed, but ported to the other System.

      Your examples really needed a crisp 80 column text display, those displays were best on the Black and White (often Amber or Green) screens that just allowed for higher resolutions without color bleeding. Businesses didn't use PC's with Monochrome displays just because they were cheaper then Color screens, but because they displayed text much easier.

      Even Apple at the time, for its windows and graphics did Back and White monitors, vs Color displays for the same reason of having a high resolution was considered better then more colors.

      Sure we forget about this now with our full color 1080 or 4k display resolutions where the high resolution combined with Anti-Aliasing. Heck now when programming, I will often make my programs in Black and White, not because of technical limitations, but because of I like the style of it.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    2. Re:Commodore's fate was sealed by Darinbob · · Score: 1

      Motorola kept going in the workstation market. The home and PC markets were mostly toys, for simplistic uses or light business. It wasn't until NT4 era that workstation use started declining, and the Pentium was the final nail.

      When the Amiga was around, the PC clones were utterly lousy. You can't even say it had a bad architecture because it really had no architecture instead it had hacks. I remember later in early 90s graduate school that one student lobbied to get a 386 PC into the lab because he said it was the wave of the future, and once it showed up no one really used it except for games, even the person who lobbied for it did his work on the Suns.

    3. Re:Commodore's fate was sealed by Darinbob · · Score: 1

      Back in 82 I saw a Sun monitor for Sun 1 workstations. That totally blew all other displays out of the water in terms of a crisp display, and the TTYs were so much better than a PC. Yes it cost a lot more but it a did such a good job.

    4. Re: Commodore's fate was sealed by Cmdln+Daco · · Score: 1

      Likely on Sun 386i's. Oh, the irony.

    5. Re: Commodore's fate was sealed by Darinbob · · Score: 1

      Not at all, those were the real-deal SparcStations. A friend at a company once got a bunch of Sun 386i's for the QA group and everyone hated those with a passion because they were so incredibly slow.

  13. Epilogue by Ukab+the+Great · · Score: 1

    Later on Doom was fully embraced by the BoFH community as an admin tool.

    https://m.slashdot.org/story/7923

    1. Re:Epilogue by freeze128 · · Score: 1

      The only admins that were enraged were those neckbeard UNIX guys who wear sandals and were always grumpy anyway.

  14. Dialup by Jfetjunky · · Score: 1

    I remember letting the demo download all night long and overnight on dialup. Was out in the boonies and that was the best we had, but man was it cool when it finally downloaded.

  15. Doom on floppy disk by theurge14 · · Score: 1

    I had the floppy disk shareware version for whatever it was, came on a few floppies.

    I think it was that first level or so, but it ran amazingly on my old Pentium 90.

    There was an Arts/Rec center up on Custer Hill in Fort Riley, KS that me and several other older guys would book time at to play LAN matches of Doom II a few years later. One of us had a map editor where we made our own levels to fight each other in.

    Frivilous? If it was why did we take it so goddamn seriously?

  16. Speeds by Anonymous Coward · · Score: 1

    Serial topped out at 115kbs on most PCs, and that's only if you had a decent UART.

    EPP/ECP parallel ports could hit 2.5mbs, and were pretty standard by the mid-90s, when Doom came out. There were (relatively slow) Ethernet adapters for parallel ports in the late 90s.

    IPX was the most efficient network protocol if you didn't need to leave a LAN, as it wasn't routable without doing some router tricks. Perfect for games, which is why so many supported it. Even after TCP/IP became ubiquitous, you would still often use IPX to hit the file server as it was so much more efficient. Once fast Ethernet, and faster TCP/IP stacks and servers became available, the difficulty of supporting multiple protocols outweighed any benefits IPX could offer.

  17. Re:Does John Carmack still post here? by DudemanX · · Score: 1

    It looks like he hasn't posted in over a decade.
    https://slashdot.org/~John+Car...

  18. Adapt or doomed by Impy+the+Impiuos+Imp · · Score: 2

    Got a tricked-out 486 from Gateway mail order, computers from cow country.

    It didn't run Doom. Called their customer service, "We don't consider Doom an essential application to support."

    Back it went. I'm sure that attitude changed shortly.

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    1. Re:Adapt or doomed by nealric · · Score: 1

      Hmm... I remember playing Doom on a 386. It ran at about 5fps, which was enough for me to get through the whole "shareware" version I loaded up on 3.5 floppies.

  19. Don't forget Total Conversions & Mods! by UnknownSoldier · · Score: 4, Insightful

    Don't forgot that Doom also gave us:

    * Total Conversions or "themed" levels, such as Aliens, Barney, etc.
    * Mods -- the ability to change core gameplay rules. e.g. Minecraft allows "house rules" such as: /gamerule keepInventory true
    * In-game map which was also awesome. (Looking at you Vermintide 2!)

    I'm reminded that the entire FPS genre seems to have regressed. This commentary of FPS map design 1993 vs 2010 succinctly summarizes the problem of how everything has being script / trigger driven. In some games the dam loading screen takes ages (Gran Turismo 6).

    It is also pathetic that FPS no longer ship with map editors. Worse, DLCs only come with ~3 maps. Hell, even Age of Empires 2, a 19 year old game STILL has new maps being made. e.g. The "Nothing" theme is currently popular.

    And then game devs wonder why no one plays their game after 5 years. /sarcasm But ooh, shiny!

    --
    Enlightenment, noun and verb; The Journey is more important then the Destination of becoming aware of a higher perspective.

    1. Re:Don't forget Total Conversions & Mods! by djhertz · · Score: 1

      I wish I had mod points today. Great comments!

      --
      Modest doubt is called the beacon of the wise - William Shakespeare
    2. Re:Don't forget Total Conversions & Mods! by Anonymous Coward · · Score: 1

      And then game devs wonder why no one plays their game after 5 years

      You seem to have mistaken a feature for a bug. Most developers/publishers don't want people playing their games after 5 years, it cuts into potential sales of sequels and other games. Luckily, tying everything to a central server means they can force people to stop playing after a certain amount of time by flicking a switch.

    3. Re:Don't forget Total Conversions & Mods! by jimmifett · · Score: 1

      I made a multiplayer co-op map of my highschool back at the time filled with demons and shared around. Great learning opportunity in how to make maps and stuff.

      Nowadays, i'd have been expelled, arrested, and branded a psychopath for life just for discussing the idea of making such a map in highschool.

    4. Re:Don't forget Total Conversions & Mods! by argStyopa · · Score: 1

      I was a heavy doom/quake mapper in the D2 era and even up into Q3Arena (which presaged that iD was becoming an engine-builder, not a game-maker, sigh....) but already it was pretty clear that the amount of work was surpassing "hobbyist" work levels except for people who had literally nothing else to do with their lives. Now to compete with professional product the art, the textures, the models...it's TEAMS of people you're competing against. It's not just building some interesting geometry that keeps triangles low.

      I think the deathknell for this was again iD, their rage engine was looking interesting, until they came out with the stupid megapixel textures, that would take quasi supercomputers to render - sorry, hobbyists.

      There are still FWIW some fantastic free tools out there for mappers - UDK is still going strong (and is great), as well as Unity, Lumberyard, etc. but likewise part of the problem is the diversity of the market: when Doom2/Quake was the only game in town, everyone's products were for everyone. Now the market is so balkanized that you have to ask yourself 'is it worth 100 hours of work to put out a level that - by the time I'm done - only 5000 people are playing?"

      --
      -Styopa
    5. Re:Don't forget Total Conversions & Mods! by UnknownSoldier · · Score: 1

      The number of L4D maps, such as I Hate Mountains and Portal 2 maps would disagree with your sentiments. :-)

      Has content creation gotten exceedingly more complex? Definitely. But I wouldn't write off entire communities just yet. It all comes down to tools devs provide for end users to create content.

    6. Re:Don't forget Total Conversions & Mods! by mjwx · · Score: 1

      It is also pathetic that FPS no longer ship with map editors. Worse, DLCs only come with ~3 maps. Hell, even Age of Empires 2, a 19 year old game STILL has new maps being made. e.g. The "Nothing" theme is currently popular.

      For a long time, 3D maps were insanely complex to produce, far beyond that of the average gamer. Also tools to make them were expensive and proprietary.

      However with many games being open world build-em-ups a la Minecraft, the tools to make custom maps are now the game itself. The biggest problem is that engines are not quite up to snuff.

      And then game devs wonder why no one plays their game after 5 years. /sarcasm But ooh, shiny!

      For game publishers, this is a feature, not a bug. They don't want you playing Call of Snorefare 432 which was released six months ago when they've reskinned it and released it as Call of Snorefare 433.

      Its little wonder most of the games I play these days are Indie or small publishers. I used to love Battlefield (1942, 2) but after BF3 became a grind fest, I completely lost interest.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  20. Good educational experience by satsuke · · Score: 1

    This games release also pushed untold numbers of us to learn what ethernet was, what IPX was, how to configure DOS autoexec.bat and config.sys files to eek out enough memory to play them.

    Or even how to perform basic PC hardware maintenance like upgrading video cards, processors, etc .. if not for the fact that we _needed_ to do those things to play the game better than your friend.

  21. Apocrophal? by bill.pev · · Score: 1

    My favorite story: Spielberg and Robin Williams were playing deathmatch while Spielberg was filming Schindler's List. Apocrophal or true? Who knows.. Its a great story either way.. Nobody has better gallows humor than nurses working on a cancer ward. The whole conversation about the negative effect of violent games ignores the sometimes healthy part of acting out nightmares as a way of coping with them. But that's not part of my purpose. Or is it?

  22. IPX by satsuke · · Score: 1

    I remember as an Netware admin, a bunch of us built a Netware server with multiple NIC in it to segment the network, just so the department could play Doom/Quake/Descent on the LAN without noticeably slowing down the office.

    This was of course in the day before "every port is a switch, every port is it's own collision domain".

  23. Barney Doom by wiredog · · Score: 1

    Nothing like going down a corridor blasting purple dinosaurs that are "singing" "I love you, you love me..."

  24. Blackbook on Doom's game engine by gentryx · · Score: 1
    --
    Computer simulation made easy -- LibGeoDecomp
  25. Re: "doom" is probably also what sealed by lemonfresh33 · · Score: 1

    The C128 did have extra text/graphics modes. It supported 80 columns in c128 mode

  26. Re: "doom" is probably also what sealed by LocalH · · Score: 1

    It's the truth. The old Workbench 1.2 easter egg "We made Amiga, they fucked it up" was the story of Commodore's ownership of Amiga pretty much.

    --
    FC Closer
  27. Movie by Nidi62 · · Score: 1

    It spawned remakes and follow-up games, its own movie (don't bother)

    Was I the only that actually enjoyed the FPS sequence in the Doom movie? The rest of the movie was "meh" though.

    --
    The only thing necessary for evil to triumph is for it to be pitted against a slightly greater evil
  28. Broadcast packets - bad article or summary by Mr307 · · Score: 4, Interesting

    The reason the first versions of DOOM brought down networks was its use of broadcast packets, it was patched out in later versions.

    Those packets would repeat across routers to other locations over wan links and more, total network mayhem back then. I dont recall the game using any special amount of bandwidth at all beyond the broadcast packet problem.

    Once it was patched it was mostly benign on a local segment.

    1. Re:Broadcast packets - bad article or summary by Areyoukiddingme · · Score: 1

      The reason the first versions of DOOM brought down networks was its use of broadcast packets, it was patched out in later versions.

      There was one specific problem those broadcast packets caused. HP network printers on IPX. Their tiny little CPUs couldn't handle that much traffic not meant for them, so they clogged up and nobody on the lab network could print while a game was under way. We got yelled at more than once to shut down so some poor sod could print their term paper. Printing done, we started right back up again.

    2. Re:Broadcast packets - bad article or summary by kqs · · Score: 1

      Not just HP printers. Any machine which handled broadcast/multicast packets in software had problems.

      The first versions not only used broadcast packets, but they sent them as fast as the sender could handle, which was far faster than many receivers could handle. And everyone on the same network segment was a receiver.

  29. USAF by TheZeal0t · · Score: 1

    When I was in the USAF, I a couple of my buddies playing on the Air Force network. I told them, "What is the LAN shop gonna say when they catch you playing Doom on the USAF network?" They looked at me and said, "Who do you think we are playing?"

    Later, I spent my last six weeks in the USAF playing Doom and "using" my brand new $5,000 workstation (Pentium 90, 32 MB of memory, 1 GB HD, 21" monitor) to keep it out of the hands of other projects... on order from my Lieutenant! I also used Borland C++ to write a program that told me how much time, down to the microsecond, I had left in the USAF!

  30. Re:"doom" is probably also what sealed by jellomizer · · Score: 1

    The Engineers probably could had made a better system. But in 1993 you will need to fight off the momentum that Microsoft had, with its army of IBM and IBM Compatible PC's all running MS DOS and Windows 3.1x. With the 386 and 486 chips there was a set of 32bit systems that a middle class family could afford.

    Yes Amiga could had made a better system, but all the software was for PC's. During that time you had to go to the Store and buy box copies of software, order copies over the mail, (much lower case shifting my eyes around) copping the floppies from a friend, or waiting hours to download the program from your local BBS.
    If you were an Amiga user, the stores may have a shelf for you, and perhaps if you were lucky a BBS will have Amiga software, but for the most part you will need to hunt down to find software for it.
    The Store has mostly PC products, a corner for Apple and Mac, and just a shelf for others.

    The only way the Amiga system would had succeeded would had cause Amiga to die sooner. By having an army of Amiga compatible systems for sale like there was for the IBM PC market. This hurt IBM but Microsoft was the real winner there.

    Doom was the first game to fully utilize the power of the 386 and 486 PCs and showcased what the new 32bit systems could do compared to the old 8 and 16 bit consoles. Doom didn't target Amiga, it hit the console market, hurting the likes of Nintendo and Sega. Having a fast moving game with top graphics and 3d perspective.

    --
    If something is so important that you feel the need to post it on the internet... It probably isn't that important.
  31. Long Distance Doom by kackle · · Score: 1

    My friend and I loved that game (and eventually Doom II); we'd mail each other maps on floppy disks as he lived on the other side of the country. We even deathmatched each other over the phone lines to the tune of $10/hour, up until we were flat broke.

    When he came in to visit family, I rented a computer for him ($50/day!), hacked up an AT modem initialization string that required no dial tone, and ran a null phone line from one machine to the other so we could play. That was so much fun.

    I read a book on DOS batch scripting then and wrote a program that would lock his computer up on his birthday and display a greeting; I hid it in one of the new map installers I had sent to him. ;)

  32. Anyone temember the doom admin mod? by jd · · Score: 1

    It linked processes to monsters, so kill a monster means kill a process. I think the cpu usage determined monster speed as well, but can't recall.

    --
    It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
    1. Re:Anyone temember the doom admin mod? by satsuke · · Score: 1

      PIDdoom .. careful what you kill, else crash the host.

  33. They should link Doom to Elite by jd · · Score: 1

    Then Orcs can storm your ship, or you can storm the space dredger filled with them. Not sure which would be the more fun.

    --
    It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
  34. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  35. Ah Laplink! by DMJC · · Score: 1

    Anyone else remember running Laplink on a Null-printer cable to link two PCs together? I remember using it for Terminal Velocity and Wing Commander Armada. Way back in like 1996/1997.

  36. wants to "make you his b*tch" by dimmthewitted · · Score: 1

    All praise to the Johns. Romero the design rock god that wanted to "make you his b*tch" and Carmack the programming god who could solve any problem in weekend.

    Carmack has never stopped trying to bring a virtual experience to the masses, even today at Oculus.

    Me and my friends had countless LAN parties when ID brought us LAN play. Staying up all night to heavy metal, mortal Kombat, and DOOM!

    Publishing the tools to allow mod making really set ID apart.
    The shareware idea of giving part of the game for free coupled with the gore and rock made Doom legendary overnight.
    It's a shame the Johns had to split ways and crash. A game needs both design and innovation.
    Quake was truly 3D awe-inspiring, but DOOM was ground breaking with such tight optimizations for fast 3D and nutty level designs.
    When you beat the first mission and it simply ends in being curb stomped by a horde of demons.

    It's on every platform, in every game store, hell I home brewed an ipod with a buddy to play Doom with a scroll wheel.

    Download now and play it tonight on your Xbox or Ubuntu. I know I will.

  37. Re:"doom" is probably also what sealed by OrangeTide · · Score: 1

    PCs were immortal, that's why it was successful (and why it was a terrible mistake for IBM). Thousands of PC builders and hundreds of component manufactures failed in the 80's and 90's. A PC company fails, two pop up to replace it. Commodore, Atari, and others were just one company holding together an architecture, they didn't have the luxury of failing.

    --
    “Common sense is not so common.” — Voltaire
  38. Re: "doom" is probably also what sealed by OrangeTide · · Score: 1

    C128 was designed around the perceived needs of business users. But Commodore was a gaming platform first and business users weren't really flocking to it. I guess if it were only about technology and price a C128 (1985) was cheaper than a an IBM PC AT (1984), but horribly inadequate in comparison when it came to running business software.

    --
    “Common sense is not so common.” — Voltaire
  39. I remember those days fondly by OrangeTide · · Score: 1

    We built a COMring cable, which let you run a token-ring like network over a specially constructed serial cable or over a null modem cable (if you only have 2 nodes). Then installed an IPX packet driver in order to run the game. at 57.6k and decent UARTs (16550) it played fine.

    For parallel we ran LapLink cables, a type of parallel cable like you described. And transferred files with LANtastic or Laplink. Eventually a few people got 10Base2 cards and would act as gateways for those of us without network cards.

    Lots of co-op games of Heretic were done our little improvised network.

    --
    “Common sense is not so common.” — Voltaire
  40. IDDQD by WolfgangVL · · Score: 1

    IDKFA
    IDSPISPOPD
    IDBEHOLD

    ok, it's been to long, I cant remember any more. Do I get to keep my nerd card?

    --
    You are being ripped off every second of every day, so that advertisers can help rip you off even more tomorrow.
  41. Re:Article is Complete Horse Shit by LocalH · · Score: 1

    The size of the Doom download had nothing to do with the network issue that early versions of Doom caused.

    https://doomwiki.org/wiki/Broa...

    --
    FC Closer
  42. Re: "doom" is probably also what sealed by fwad · · Score: 1

    Just what I thought when I read this. Doom was released when people had dialup if they were lucky. You got Doom by getting the demo on the cover disk of a magazine.

    --
    -- Kernel Panic: Error reading /dev/caffeine
  43. Re:"doom" is probably also what sealed by Darinbob · · Score: 1

    The 500 was intended to be a cost reduced version, except that the stuff you gave up really wasn't worth the smaller cost. But remember that Apple made similar mistakes, not wanting upgradeability early on (similar to the NeXT).

    I liked the Amiga 1000 best. It didn't look boxy like PCs or the A2000, and didn't look like a C64 or Apple II like the 500 did. I did get the A2000 later for more upgradeability and a hard drive. I do remember some major developers not wanting the hard drive and instead got more RAM and created a RAM-disk to really speed things up.

  44. Re:"doom" is probably also what sealed by Darinbob · · Score: 1

    We were lucky in Silicon Valley, there was a store there that was essentially dedicated to the Amiga. (It's a KFC now)

  45. Re: "doom" is probably also what sealed by Cmdln+Daco · · Score: 1

    Doom and Quake required VGA. You are jumping all over in history. We could say, truthfully, that the Amiga plugged into a tv set. It did, for a time.

  46. Re: amgia stuck to custem chips to much and os in by Cmdln+Daco · · Score: 1

    Being a cluster of ASICs is what did the Amiga in. It allowed enhanced in the early period, but could never, ever scale when the megahertz wars began. Then, the architecture had to move to the same commodity chips as everything else. A bunch of ASIC chips with girls' names couldn't just double in speed over and over.

  47. Re: "doom" is probably also what sealed by Cmdln+Daco · · Score: 1

    The Doom installer fit on a few floppy diskettes. You downloaded it.

  48. Re: "doom" is probably also what sealed by Cmdln+Daco · · Score: 1

    Or one could say, unluckily drawn into a cul-de-sac subculture.

  49. Re: "doom" is probably also what sealed by Cmdln+Daco · · Score: 1

    Commodore, Atari, etc. had to depend on there always being department stores to sell their plastic cased consumer appliances into. The PC market had morphed into mom and pop shops selling cheap clone hardware out of storefronts.

  50. Re: "doom" is probably also what sealed by OrangeTide · · Score: 1

    Not just selling them. But building them up from components. The PC market grew organically from a cottage industry of PC clones. People who cloned other hardware, like Apple //e had a much harder time because not everything was off-the-shelf from component suppliers. Making an Amiga clone would be really hard for example, because of the rather complicated custom set of chips for it. A crappy little PC clone with CGA was a bunch of chips out of a catalog from Intel and Motorola.

    --
    “Common sense is not so common.” — Voltaire
  51. Re: "doom" is probably also what sealed by Cmdln+Daco · · Score: 1

    I would contend that almost none of the crappy PC clones had CGA cards. Things went Hercules pretty quickly, and then EGA. The CGA was an early phenomenon.

    The PC clone was indeed made up out of catalog parts. Not even in a way that makes complete sense. The 8250 wasn't the best choice for a serial interface. And there was very little from Motorola aside from the 6845 CRT controller.

  52. Re: "doom" is probably also what sealed by OrangeTide · · Score: 1

    CGA was pretty common in a narrow range of years of the 1980's because it could output to a TV and users could skip buying a monitor. EGA ended up being big during the 286 era, but in terms of units didn't really sell that many. Budget machines (8088 and 8086) were shipping with CGA cards, including "SuperCGA" that provides some non-standard additional set of modes. Hercules was very popular for budget conscious people who wanted good text mode performance. The graphics of HGC was a novelty but usually not crucial for most users. (I liked it though!)

    MC6845 CRTC was the heart of MDA, HGC, CGA and by extension EGA and VGA. That weird little chip was quite influential. Probably the only Motorola part.

    As for 8250, it was only slightly worse than other options. I take a bigger issue with the decision to use the 8237 DMAC, it was a horrible DMA controller. But it's all Intel had in stock at the time. ISA was also an abomination. Lots of things about the PC were things that were not very forward thinking. Yet here we are, building super computing clusters out of their descendants.

    --
    “Common sense is not so common.” — Voltaire
  53. Re:"doom" is probably also what sealed by sad_ · · Score: 1

    there was nothing wrong with the 500, it fit the market it servered perfectly.
    besides some extra ram and an extra floppy drive almost nobody needed to expand their 500 for what they were doing with it.
    the price difference between the 500 and the 2000 was huge, the amiga wouldn't have been as popular as it had been if it wasn't for the 500.

    --
    On a long enough timeline, the survival rate for everyone drops to zero.
  54. Re:"doom" is probably also what sealed by sad_ · · Score: 1

    forget about doom, all my amiga friends were already converted to pc by the time doom came out.
    you had stuff like wing commander, which ran like a dog and looked terrible on amiga, but on pc it was awesome (if you had at least a 386 with vga).
    there were others too, like ultima underworld, alone in the dark, not to mention that you almost had a (small) hard disk on pc, which made certain games better to play, lucasarts and sierra online adventure in particular. also don't forget Doom's daddy - wolfenstein!

    all these came before doom and were slowly but steadily moving people away from amiga to pc.

    --
    On a long enough timeline, the survival rate for everyone drops to zero.
  55. Re:Does John Carmack still post here? by cyberchondriac · · Score: 1

    I think Doom is partly what got me really interested in computers, and Quake got me into networking; I was a tech servicing consumer electronics before that (VCRs mostly) but I got bit hard by the computer bug in '94. I had a TI-99 in the early '80s, but it just didn't hold my interest; DOS/Win3.11 were so different.
    Much of the appeal of the id games for me was the ability to bring down the console or use the conf files to tweak graphic and network settings, and experiment with the changes, seeing the effects firsthand. Then, there was the advent of the Internet.
    Those were magical days.

    --

    Look back up at my post, now look back down, you're on the Internet. Now look back up. I'm a signature.
  56. SGI Workstations with Doom by neoRUR · · Score: 1

    Ah yes, I remember those days, we ran the SGI OpenGL version of Doom, you had to download the WAD file to run it, but it ran the whole game and of course Multiplayer DOOM, sound and all. We had 4 Workstations in the Lab all networked together on a fast network, and every night starting around 10PM, we would stop working / or working on thesis and then play Deathmatch for 4-5 hours. This went on for several months. There was nothing like it and nothing like trying to be on the top. I would dream at night of what it would be like 10-15 years in the future, but wow the graphics today in FPS and Multiplayer games is just amazing. I wonder what it would be like 20 years from now.
    We all went on to be successful people in the computer industry.

    1. Re:SGI Workstations with Doom by neoRUR · · Score: 1

      I will add to this. This was when the Keyboard vs Mouse was just starting. I was only keyboard back then, you learned some good techniques, but alas the Mouse is the way to go now.

      Also I want to congratulate ./ and the many great posts here, as this tread is what this site is supposed to all be about. Geeks and their technology.

      And the people from the 70's-90's that were the real First Computer Generation, So many good stories from a new World and Industry that was just starting to happen, you will not see that again for quite a while.

  57. Re: "doom" is probably also what sealed by Cederic · · Score: 1

    Who had LANs back then? Companies, universities.

    Guess who was banning Doom?

    It wasn't the download that really broke networks it was the sub-optimal network code in the game that flooded the network and made it unusable for anything else. That's why it got banned.

    You're calling this guy a kid but demonstrating your own senility. Try educating yourself.