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AtimZarr1

Classic Doom - New Update on Steam

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Posted (edited)
23 minutes ago, Arsinikk said:

Overall, I would say the new classic doom port is much better than the Unity port.

 

I like the expanded options menu, the midi sounds way better, and the addition of boom / mbf / mbf21 support is quite a surprise.

 

I've been messing around with custom wads and trying to see how it works... Although I'm a bit confused on what lumps the port reads. (DMAPINFO or UMAPINFO, COMPLVL?, etc).

 

I feel some mapping documentation would be very helpful to help mappers utilize the most out of their custom wads.

 

Here are some extra observations about the port I've noticed:

  • A strafe key (sr50) desperately needs to be added
  • Full screen M_DOOMs look goofy (lol it's really funny to see BTSX's M_DOOMs). Idk if this is that much of an issue, as it is an upgrade to the unity, as we can actually see a custom wad's M_DOOM. Just probably means that some mappers will have to create new M_DOOMs just for the new port.
  • I appreciate the addition of boom / mbf / mbf21... but I don't quite understand how the port determines compatibility. Trying to run custom vanilla / limit-removing wads is a bit of a travesty at the moment, as some boom features such as monsters falling off ledges are enabled for whatever reason. This is a huge problem for vanilla mapsets, as those mappers didn't design their maps for that functionality. Another example being Archviles resurrecting monsters and getting stuck in them, which is not Vanilla behavior. I highly suggest adding support for specific compatibilities, as I pretty much none of my mapsets I would feel comfortable uploading, as they would not function correctly.
  • Sorta trailing off the last point, while I do like the new boom / mbf / mbf21 functionality... it's worth noting that all vanilla wads worked correctly in the Unity port, and at the moment, they do not in this new port. Whether it be ghost monster functionality, or other vanilla specific features. (I'm just going to clarify here that the MBF "OPTIONS" lump is NOT a solution, as it has bugs regarding emulation of vanilla behavior).
  • Regarding MBF21 support, I noticed that the MBF21 wad "Terror Signal" was uploaded. Out of curiosity for MBF21 support, I checked it out and noticed it was using the new ST_ARMS and 5 ammo list that the new "Legacy of Rust" uses. I hope that not all MBF21 has to use these HUD elements, as no other MBF21 wad to date has these new weapons and new ammo type.
Spoiler

The newly released episode is using UMAPINFO, OPTIONS and COMPLVL lumps as well as some I haven't seen before SKYDEF, SBARDEF, XWINTER0, XWINTER1, etc. ah the XWINTERX are defined in the UMAPINFO as intermission animations, along with some kex exclusive keys such as kex_finishedtaskid.
Some of the other lumps are uncompiled scripts, so there is some functionality there too.
As far as reading additional formats that would be nice to know.
The options lump is just comp_falloff 1 with a few comments.

There's also a resources / demo map in slot 99 featuring all the new stuffs, map map99 in console.


 

Edited by DeetOpianSky : Hid spoilers

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1 hour ago, TMMMS said:

encountered the first new enemy in legacy of rust but im not quite sure what it does

 

  Hide contents

it just seems to float towards me without attacking

 

Spoiler

The red face? That's the Banshee. Don't get too close when it dies, it explodes on death like a Spawn from Quake

 

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4 minutes ago, Maribo said:

Leaving this here because I've been trying to play things using -playdemo for a bit now and had no luck:

If you record a demo, the port will spit it out in your /steamapps/common/Ultimate Doom folder by default, but I absolutely could not get it to detect anything I passed through -playdemo in either that folder or the Nightdive Studios/DOOM folder, regardless of whether I fed it a full path. Sponge directed me to try putting the demo inside of a WAD, placing the WAD inside /Saved Games/Nightdive Studios/DOOM, and loading it with -file instead of -playdemo. I also renamed the demo lump inside the WAD to a standard demo lump name, ex DEMO1. I've included the WAD + demo I used, which is just almostmatt1's 7.69s E1M1 UV-Speed TAS.

 

While I am here: I uploaded a slightly modified version of I WILL NEVER GIVE YOU ANY THING (modifications were renaming music lumps, as it seemed the non-standard lump names weren't being recognized) to the mod browser, as a test to see whether it would run in the port. Unfortunately, it passed the upload checks and can be subscribed to, but immediately crashes the port after you try to do anything on the title screen. Apologies.

So in otherwords the demo recording system in KEX Engine Doom is kinda busted.

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Posted (edited)

so with regards to mod loading, to no one's surprise you can still -file to load mods from the filesystem. You still have to pick the right game, but I wouldn't be surprised if there's another parameter that can get you into a game quickly, maybe -iwad?

 

Of course I can't actually test that the map works because it's for doom 2 and every time I try to play Doom 2 the new port crashes at the skill select menu. As much as I like the new content and appreciate what id and NDS are doing, this has been one of the most crashy releases of Doom I've ever played. I verified the game in GOG Galaxy and no problems were found. This happens regardless of whether or not I'm trying to -file.

 

edit: okay I loaded my test file into plutonia which is doom 2 enough to test it and it worked. so yeah you can just -file if you want to grab something from your FS with the new port. Passing an -iwad parameter will also get you straight into the game you want to play so you don't need to muck around with the game selector if you don't want.

 

edit: the crashing has stopped. hmm

Edited by SaladBadger

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1 hour ago, Devalaous said:

Master Levels still doesn't credit Theresa for Tim's levels, lol

 

@elf-alchemist New map order and soundtrack:

  1. Attack - Intermission
  2. Canyon - The Demons from Adrian's Pen
  3. The Catwalk - In the Dark
  4. The Fistula - On the Hunt
  5. The Combine - The Demon's Dead
  6. Subspace - The Healer Stalks
  7. Paradox - Into Sandy's City
  8. Subterra - The Dave D. Taylor Blues
  9. The Garrison - Deep Into the Code
  10. Black Tower - The End of DOOM
  11. Virgil's Lead - Suspense
  12. Minos' Judgement - Sinister
  13. Nessus - Waiting for Romero to Play
  14. Geryon - Waltz of the Demons
  15. Vesperas - Sign of Evil
  16. Titan Manor - Message for the Archvile
  17. Trapped on Titan - Demons on the Prey
  18. TEETH - 'untitled' (E2M9)
  19. Bloodsea Keep - Getting Too Tense
  20. Mephisto's Mausoleum - Read Me While Listening to This
  21. Bad Dream - Opening to Hell

 

 

Theresa never gets any love :(
Anyway nice to see some people actually tried caring for the Master Levels in the official release, hopefully this enbales even more impressive and creatively interesting takes on the Master Levels :)

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Posted (edited)

Ran into several problems in multiplayer specifically:

- Texture scrolling effect only applies to player 0

- Was damaged from toxic floors while never touching the ground many times

- In Deathmatch, weapon pickups in Nightmare don't give you the correct amount of ammo

- I couldn't seem to find a way to disable Item Respawn in Deathmatch (and I would like to enable it in Cooperative)

- Respawn sound effect is played at full volume regardless of distance

- The conveyors in @LucaCiriaco's map result in the player's bobbing activating itself and the velocity increasing for no valid reason

- Lazarus' instant lifts are not instant likely inheritance from Odamex; The resulting effect is a floor lowering super quick a single frame instead of actually instant.

 

For single player, no issues to report, except over 15 years of muscle memory when I try to strafe either direction. An actual "Strafe" key would be a much welcome addition.

 

Edit: I'm really curious if any moderation is running in order to prevent content theft/reuploads? What can I do if say, one of my works gets uploaded? How does it work if work gets stolen repeatedly?

Edited by Oxyde

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Well this was a pleasant surprise. Steam achievements give me an excuse to replay Final Doom again.

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8 minutes ago, elf-alchemist said:

Anyway nice to see some people actually tried caring for the Master Levels in the official release, hopefully this enbales even more impressive and creatively interesting takes on the Master Levels :)

Is it bad I was a scoche disappointed they didn't use the Master Levels midi pack?

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I just examined the whole new masterlevels.wad, im bound to get complaints from people using this new one with the patch, due to the different level order. All three of the star skies are used, as replacements for SKY1, 2 and 3. The only thing from the new release that I could use for my now rather-deprecated patch is the M_DOOM graphic

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Posted (edited)

Bug report:

 

When selecting 16:10 or 4:3 game resolutions in conjunction with a Render Scale other than "Maximum", HUD elements (pickup messages, automap totals, automap level name) and intermission text are drawn offscreen. Restarting the game does not change this.

2280_358.jpg.52e0dc7125811f262547ee5f53853dfc.jpg

2280_359.jpg.af9a14b8530e9aa5d0692d2734d8803e.jpg

2280_360.jpg.6b7027ce7f93fb0a1cc46c6495c523b3.jpg

Edited by Trov

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4 minutes ago, Trov said:

Bug report:

 

When selecting 16:10 or 4:3 game resolutions on a 16:9 monitor, HUD elements (pickup messages, automap totals, automap level name) and intermission text are drawn offscreen. Restarting the game does not change this.

2280_358.jpg.52e0dc7125811f262547ee5f53853dfc.jpg

2280_359.jpg.af9a14b8530e9aa5d0692d2734d8803e.jpg

2280_360.jpg.6b7027ce7f93fb0a1cc46c6495c523b3.jpg

 

This does not seem to be a problem on actually 16:10 displays such as Steam Deck.

On an actual 16:10 display, the timer that displays on the automap is cutoff. Everything else seems to be fine.

2280_20240808202356_1.png.45c2bfc84776241f754e6e8a9da61f9c.png

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Posted (edited)

 

Update, it's caused by using any render scale other than "Maximum" with a non-16:9 game resolution; not having a 16:9 monitor.

 

 

Other bug reports:

  • "Pitch Shift Sounds" option only seems to affect main menu sounds and not ingame sounds. It's like vanilla doom's pitch shifting all over again...
  • Scrolling up/down with mousewheel to zoom the map is practically unusable, because it barely zooms at all with each notch (the zooming code intends the button to be held, not possible on scroll wheel). Since it's an official default bind it ought to actually work. This can be fixed no matter whether it's a button or scrollwheel triggering it by having a larger minimum 'step' that it zooms if the input is tapped for a very short time rather than held.
  • DM26 - a player who spawns in the north room has no way of opening the door (it only opens from the other side) and is thus trapped forever unless another player opens it
Edited by Trov

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They released... more... unused doom content...?! I am overjoyed!! I do not know how much they released but that is still good!! Yay

I hope someone will end up dumping all of it soon.

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The hidden maps in the id Vault are development maps previously released in various dumps, like the early Catacombs, early E1m8, the original E1M1. Im guessing they werent ready for day 1 and will be available in the port later on. Theres also a ton of sound effects in there

 

Also, I noticed that the port's console shows map authours for TNT and Master Levels at the very least, but not in Doom 1 or 2. Also Doom 2's maps are 'MAPxx:' instead of 'Level 1:' like the others. Still using outdated DMAPINFO in the main WADS?

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54 minutes ago, TMMMS said:

what previous content specifically?

The entries that have the author's names are ones I that haven't identified their origin yet.

 

MAP01 - "One"                    - UDM3 MAP01
MAP02 - "Surge"                  - Prueba_t MAP10
MAP03 - "Artemis"                - Andrew "saar" Bouvé (3P) & Joshua "tokyopunchout" Boyle (BSW)
MAP04 - "Lazarus 2024"           - LazarusDM Map04
MAP05 - "Baneful Crypt"          - Rottzone MAP02
MAP06 - "Ziggurat"               - Frantik Reject MAP150
MAP07 - "Magnificent Seven"      - Doom2 Map7
MAP08 - "High Hopes"             - UDM3 MAP10
MAP09 - "Tournament Edition"     - American McGee (id), "id Map01! - Tournament Edition"
MAP10 - "Purge Facility"         - Rottzone MAP04
MAP11 - "Bad Archeology"         - UDMX MAP13
MAP12 - "Catapult Ordeal"        - Luis "DX-Chain" Armacanqui (3P)
MAP13 - "Moonbase"               - Andrew "saar" Bouvé (3P) & Joshua "tokyopunchout" Boyle (BSW)
MAP14 - "X-Factor"               - UDMX MAP01
MAP15 - "Marble and Blood"       - Prueba_t MAP04 Remixed
MAP16 - "Wicked Warehouse"       - Frantik DM2 MAP46
MAP17 - "Future Shock"           - UDM3 MAP09
MAP18 - "Diesel"                 - Andrew "saar" Bouvé (3P) & Joshua "tokyopunchout" Boyle (BSW)
MAP19 - "Blood Offering"         - Impromtu MAP02
MAP20 - "Corrupted Outpost"      - Luis "DX-Chain" Armacanqui (3P)
MAP21 - "Treatment Station"      - UDM3 MAP05
MAP22 - "Luca Doesn't Name Maps" - Prueba_t MAP05
MAP23 - "Good Ideas"             - Eyedea.wad
MAP24 - "Static Station"         - Rottzone MAP01
MAP25 - "Heckbase Alpha"         - HavokDM MAP65
MAP26 - "Shoot to Kill"          - Doom2 MAP01

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The wad upload feature seems like a bad idea: ECA06211F06130FF9D9E7680E966648B0EFBE0D0

 

There's a good amount of infringing content already (Perdition's Gate, Hell to Pay, Hexen, Sigil, Master Levels, Mario, Batman, probably MM, Scythe, Freedoom, ...) and many repeats of My House and Nuts.

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3 minutes ago, mcd said:

The wad upload feature seems like a bad idea: ECA06211F06130FF9D9E7680E966648B0EFBE0D0

 

There's a good amount of infringing content already (Perdition's Gate, Hell to Pay, Hexen, Sigil, Master Levels, Mario, Batman, probably MM, Scythe, Freedoom, ...) and many repeats of My House and Nuts.

I feel that Mario boldly giving the finger is quite apropos to infringement though lol

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6 minutes ago, Ru5tK1ng said:

The entries that have the author's names are ones I that haven't identified their origin yet.

 

MAP01 - "One"                    - UDM3 MAP01
MAP02 - "Surge"                  - Prueba_t MAP10
MAP03 - "Artemis"                - Andrew "saar" Bouvé (3P) & Joshua "tokyopunchout" Boyle (BSW)
MAP04 - "Lazarus 2024"           - LazarusDM Map04
MAP05 - "Baneful Crypt"          - Rottzone MAP02
MAP06 - "Ziggurat"               - Frantik Reject MAP150
MAP07 - "Magnificent Seven"      - Doom2 Map7
MAP08 - "High Hopes"             - UDM3 MAP10
MAP09 - "Tournament Edition"     - American McGee (id), "id Map01! - Tournament Edition"
MAP10 - "Purge Facility"         - Rottzone MAP04
MAP11 - "Bad Archeology"         - UDMX MAP13
MAP12 - "Catapult Ordeal"        - Luis "DX-Chain" Armacanqui (3P)
MAP13 - "Moonbase"               - Andrew "saar" Bouvé (3P) & Joshua "tokyopunchout" Boyle (BSW)
MAP14 - "X-Factor"               - UDMX MAP01
MAP15 - "Marble and Blood"       - Prueba_t MAP04 Remixed
MAP16 - "Wicked Warehouse"       - Frantik DM2 MAP46
MAP17 - "Future Shock"           - UDM3 MAP09
MAP18 - "Diesel"                 - Andrew "saar" Bouvé (3P) & Joshua "tokyopunchout" Boyle (BSW)
MAP19 - "Blood Offering"         - Impromtu MAP02
MAP20 - "Corrupted Outpost"      - Luis "DX-Chain" Armacanqui (3P)
MAP21 - "Treatment Station"      - UDM3 MAP05
MAP22 - "Luca Doesn't Name Maps" - Prueba_t MAP05
MAP23 - "Good Ideas"             - Eyedea.wad
MAP24 - "Static Station"         - Rottzone MAP01
MAP25 - "Heckbase Alpha"         - HavokDM MAP65
MAP26 - "Shoot to Kill"          - Doom2 MAP01

 

I was hoping the GBA DM levels would be in there, at least America McGee's official DM map is finally in the game now though.

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Posted (edited)

You know... I think it woulda been neat if the GBA DM maps were ported too.

I'll admit, they're not good enough for most people, but I like them, and it still would be nice to have.

Playing a scuffed remake of "DM4: The Bad Place" would be wonders in this remaster.

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1 minute ago, Ru5tK1ng said:

The entries that have the author's names are ones I that haven't identified their origin yet.

 

MAP01 - "One"                    - UDM3 MAP01
MAP02 - "Surge"                  - Prueba_t MAP10
MAP03 - "Artemis"                - Andrew "saar" Bouvé (3P) & Joshua "tokyopunchout" Boyle (BSW)
MAP04 - "Lazarus 2024"           - LazarusDM Map04
MAP05 - "Baneful Crypt"          - Rottzone MAP02
MAP06 - "Ziggurat"               - Frantik Reject MAP150
MAP07 - "Magnificent Seven"      - Doom2 Map7
MAP08 - "High Hopes"             - UDM3 MAP10
MAP09 - "Tournament Edition"     - American McGee (id), "id Map01! - Tournament Edition"
MAP10 - "Purge Facility"         - Rottzone MAP04
MAP11 - "Bad Archeology"         - UDMX MAP13
MAP12 - "Catapult Ordeal"        - Luis "DX-Chain" Armacanqui (3P)
MAP13 - "Moonbase"               - Andrew "saar" Bouvé (3P) & Joshua "tokyopunchout" Boyle (BSW)
MAP14 - "X-Factor"               - UDMX MAP01
MAP15 - "Marble and Blood"       - Prueba_t MAP04 Remixed
MAP16 - "Wicked Warehouse"       - Frantik DM2 MAP46
MAP17 - "Future Shock"           - UDM3 MAP09
MAP18 - "Diesel"                 - Andrew "saar" Bouvé (3P) & Joshua "tokyopunchout" Boyle (BSW)
MAP19 - "Blood Offering"         - Impromtu MAP02
MAP20 - "Corrupted Outpost"      - Luis "DX-Chain" Armacanqui (3P)
MAP21 - "Treatment Station"      - UDM3 MAP05
MAP22 - "Luca Doesn't Name Maps" - Prueba_t MAP05
MAP23 - "Good Ideas"             - Eyedea.wad
MAP24 - "Static Station"         - Rottzone MAP01
MAP25 - "Heckbase Alpha"         - HavokDM MAP65
MAP26 - "Shoot to Kill"          - Doom2 MAP01


Not really community-driven if the maps are by the same handful of authors...

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an important thing to clarify: do people need to pay money (as in, re-buy this version of the game), in order to report other users uploading their wads without permission?

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12 minutes ago, mcd said:

The wad upload feature seems like a bad idea: ECA06211F06130FF9D9E7680E966648B0EFBE0D0

 

There's a good amount of infringing content already (Perdition's Gate, Hell to Pay, Hexen, Sigil, Master Levels, Mario, Batman, probably MM, Scythe, Freedoom, ...) and many repeats of My House and Nuts.

 

That Mario giving the finger is appropriate what's going on right now.

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Really nice to see this happen! I think it was only natural to combine the two releases, given that their Doom 1 and Doom 2 releases could download the same addons - so Doom 2 content was already in the Doom 1 game. All the new features are a very welcome addition too. That new mission looks super neat, although it's a bit of a shame they didn't manage to tack on the two new weapons, instead replacing two others. But in terms of a "definitive release", the only thing remaining is them adding full idgames support instead of continuing with those "curated expansions". Maybe someday, I don't think it's impossible

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For some reason the ability to upload mods doesn't appear on the Xbox PC version of the game. Any reason why or is it an oversight?

 

4 minutes ago, anotak said:

an important thing to clarify: do people need to pay money (as in, re-buy this version of the game), in order to report other users uploading their wads without permission?

I think there would be a handful of people more than happy to help report some of these scummy WAD reuploads without intervention from the creator.

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It seems the new monsters in the new content are required for the 'kill everything' achievement. Makes sense, theres 23 monsters required, and Doom 2 has '17+2' (The SS and Keen did not count for the tally).

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3 hours ago, Daytime Waitress said:

 

What region are you in?

Americas.

 

It appeared a couple minutes ago for me now. Also, I thought I was being scammed because the eShop was charging me full price for the download, but it's because I was checking with my own account and it turns out my account doesn't "own" those games. Checked with my wife's account, and it was listed as 100% off, so yeah, it's a free download for anyone who actually owns both.

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Where can I find a list of everyone involved with Legacy of Rust? Only a few maps in, but it's great so far.

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