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AtimZarr1

Classic Doom - New Update on Steam

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9 minutes ago, julz_d said:

Can I upload wads and if so what format?  I know it said boom.  How about old Zdaemon wads?  Zdaemon was the port I made maps for.  So was curious. 

Vanilla, Boom, MBF and MBF21. Zdaemon is extremely not compatible.

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Just now, Edward850 said:

Vanilla, Boom, MBF and MBF21. Zdaemon is extremely not compatible.

Thanks.  Where do we go to upload wads?  I wanted to play dwango5 dm

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1 minute ago, julz_d said:

Thanks.  Where do we go to upload wads?  I wanted to play dwango5 dm

i think dwango5 might already be uploaded. i don't think wads can be uploaded from consoles, but iirc consoles can download and play user submitted mods (and there's already a hurricane of content with WILDLY varying quality on there)

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41 minutes ago, Gregor said:

This sucks.:/

They removed the original IWADs (DOOM2.wad) from the GOG download of all available versions and replaced them with an updated version (doom2.wad). So on GOG I can no longer buy/download the original IWADs, only the updated ones... What the Hell?!

 

Ok, you can still download them as part of the Doom II+Master Level combo. Phew.

Honestly I wished it was a separate entry on Steam seeing how GOG has its own entry for DOOM + DOOM II KEX Remaster. 

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1 minute ago, Donowa said:

i think dwango5 might already be uploaded. i don't think wads can be uploaded from consoles, but iirc consoles can download and play user submitted mods (and there's already a hurricane of content with WILDLY varying quality on there)

I haven’t played doom online in years.  Where do you go to find already uploaded wads?

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I think there should be 2 options: basic file sharing (like a database or idgames style thing), and official uploads. I don't know, but I've noticed some people have been deleting their unauthorized uploads.

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2 hours 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?

 

Nope, no purchase/ownership needed. All mods are listed on Bethesda.net ( https://mods.bethesda.net/en/doom_doomii/all ) and each mod page has a Report button. (It does require a Bethesda.net account though, as usual 'round those parts :P ).

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Regarding Bethesda.net, I'm trying to log in to it in-game but the game crashes every time I login.

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14 minutes ago, Xaser said:

Welp, there's 15 pages of comments to respond to and I'm in Quakecon Crazyland right now, but seems like folks are enjoying the update (and finding bugs, yay!) :P

 

Some pre-context: I'm at Nightdive now (wheeeeeee!) and led up the development of Legacy of Rust, if anyone's wondering why this random goofball is commenting on it. :P

 

Just to clear up a quick thing: for anyone wanting to play Legacy of Rust on another source port, you just need ID1.WAD -- It needs an MBF21-compatible source port (e.g. dsda-doom, Woof!, GZDoom, etc.), and there are a few cosmetic things that use some brand-new features like the intermission map (basically all the new lumps Gez pointed out -- docs/specs for those coming soon, once we get some damn free time lol). Gameplay-wise you're getting the real deal either way.

 

ID1-res.wad is a standalone MBF21-compat resource wad, intended for folks who want to make new maps that use Rust's new textures and monsters. ID1-weap.wad can then be loaded on top to add in the new Incinerator & Calamity Blade weapons, though it's a separate wad since they do replace the plasma/BFG (for now) and not everyone wants that. :P

 

I noticed that youve got a ND tag in that credits file :p (I also figured you were involved the moment I saw ExM0; thats a thing you do often :p)

 

Just played through the Secret Hidden Map in GZDoom (Sorry, couldnt ignore) and the ambient noises at the back of the prop room didn't play, guessing this is one of the 'few cosmetic things'. Those banshees are genuinely disturbing, looks like it came from the Syringe world, if I didnt know better.

 

Really hope the community jumps on these new official props quickly, they look great for dusted off old relics.

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22 minutes ago, Edward850 said:

Vanilla, Boom, MBF and MBF21. Zdaemon is extremely not compatible.

One has to remap those ZDaemon/Zandronum maps to be downgraded to either Limit-Removing, Boom or MBF map format.

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6 minutes ago, DoomPlayer00 said:

Regarding Bethesda.net, I'm trying to log in to it in-game but the game crashes every time I login.

Complete lack of any context provided, but I'm going to assume you're on GOG, do you have Galaxy running?

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i've been testing a little and so far it seems like a solid sourceport except for some nitpicks i have like no easy option to limit to 35fps (you can still do it with console commands and vsync off) and midi not using system midi for playback so i can't use my own soundfont with midisynth.

however, there are some wad breaking bugs or oversights like linedef 247 direction being reversed and silent teleporters like 267 and 269 not being repeatable.

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9 minutes ago, Devalaous said:

Just played through the Secret Hidden Map in GZDoom (Sorry, couldnt ignore) and the ambient noises at the back of the prop room didn't play, guessing this is one of the 'few cosmetic things'.

 

Hmm, those should work, though I do remember having some issues with A_PlaySound in GZDoom in the past, so maybe this is another instance of that mystery bug. I'll try and poke around with it and submit a PR if that's the case. Should play back fine in dsda n' Woof! for now.

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I think people should be able to have their own private collections of wads, hosted and synced between devices, without infringing on the wad author's rights.

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Odd, it still uses the same SC-55mk2 recordings for Doom and Doom 2 that have no loop points from the last port, but the TNT tracks do have loop points. Probably a time thing?

Sad to see that there is no external MIDI Output for PC or a replacement for the old GUS Patch player, thought they'd use the one on the Dark Forces remaster. Having OPL with both the original GENMID and DMXOPL is cool, though.

 

I haven't touched on Legacy of Rust besides dipping my toes for a second in the first map. ID24 is intriguing, at least from what I know so far.

Still, I got to find out for myself and see what I think of the mapset as a whole.

... I'll wait for my thoughts on the Mods gallery, lol

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Holding strafe left and strafe right at the same time causes you to strafe right instead of canceling each other out, making this nearly impossible to play with Tourette's Syndrome unless there's a cvar or something that I'm missing.

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Posted (edited)

There's apparently been at least two uploads of the Hexen IWAD using the new mod uploader. I'm expecting they'll crack down on this pretty hard.

 

Along with the lack of external MIDI output, there's some minor criticisms and bugs I have. There should be a way to turn off the enemy/item/secret counter on the automap, and there needs to be an option to autosave at the start of each level. Movement feels a little off, as other people have noted. I'm fairly confident that'll get ironed out, along with performance issues and crashes (I crashed once while on E1M9).

 

Overall though, this is an excellent re-release!

Edited by Trar

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Posted (edited)
4 minutes ago, Reigada said:

is this still the unity source port or something else entirely?

It's using the Kex engine now, so no.

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2 minutes ago, Reigada said:

is this still the unity source port or something else entirely?

This new remaster using the Kex engine

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2 minutes ago, Edward850 said:

Complete lack of any context provided, but I'm going to assume you're on GOG, do you have Galaxy running?

I'm playing on Steam. I managed to log in on 4th attempt. Between 3rd and 4th attempts had switched Window Mode from borderless to windowed (dunno if it matters but it was the only change I did in the settings).

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Posted (edited)
1 minute ago, Doomkid said:

Since this thread is morbidly obese already: Could someone help me find out how to upload wads?

 

I'm on the Bethesda.net page, and I don't see an "upload" spot anywhere: https://mods.bethesda.net/en/doom_doomii/all

 

I'm guessing it's obvious and I'm just missing something as I see a ton of wads already, lol.

 

Sorry if this was answered already, but.. 16 pages, yikes!

 

I think you have to upload them in-game iirc.

 

image.png.aa70443d5450d1622d4ff6d3e547ce33.png

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6 hours ago, Sikreci said:

Does the movement feel extra sluggish and weird to anyone else? Compared to DSDA-Doom, even with vsync off it just feels really floaty and wrong to me.

 

Feels quite off to me as well.

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Posted (edited)
8 minutes ago, Trar said:

There's apparently been at least two uploads of the Hexen IWAD using the new mod uploader. I'm expecting they'll crack down on this pretty hard.

 

Along with the lack of external MIDI output, there's some minor criticisms and bugs I have. There should be a way to turn off the enemy/item/secret counter on the automap, and there needs to be an option to autosave at the start of each level. The performance issues and crashes (I crashed once while on E1M9) I'm fairly confident will get ironed out.

 

Overall though, this is an excellent re-release!

As proof I submit this:

 

image0-10-2.png?ex=66b6d35b&is=66b581db&

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This is really unexpected news. It's nice to see that it's a free download for anyone who owned either copies of Doom or Doom 2 (just downloaded this on my Nintendo Switch since I have Doom 2 on there). The addition of that Id Vault with all the unused assets is cool. I bet that's why Romero was ordered not to release any more of those unused assets a while back. I wonder if anyone's gonna extract those unused assets and try to use them in their own mods.

 

I can't wait to play around with the new episode. It looks pretty cool. I may actually be tempted to buy this on Steam just so I can play it with a bunch of mods.

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Well, I know what I'm downloading onto my Xbox when I get home.
 

Just to clarify, I got the impression that new curated add-ons will continue to be added alongside the mod upload system, rather than the latter functionally replacing the former?

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2 minutes ago, Christopher Brown said:

Well, I know what I'm downloading onto my Xbox when I get home.
 

Just to clarify, I got the impression that new curated add-ons will continue to be added alongside the mod upload system, rather than the latter functionally replacing the former?

I certainly hope so.

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Does anyone else feel input delay? Even with v-sync turned off, it still feels somewhat sluggish compared to source ports and the previous Unity port.

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