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AtimZarr1

Classic Doom - New Update on Steam

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This is an amazing update, especially from the console perspective. I desperately wanted online multiplayer and mod support on consoles, so this is a huge win. I hope that they can move Sigil II from the Featured Mods section to the actual Games page since the first Sigil is already included in the collection. I feel like that would make everything mesh together well since Sigil II is classified as Episode 6 in-game. 😁

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Posted (edited)
14 minutes ago, Trar said:

As proof I submit this:

 

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

 

well, this happens when you try to load it.

image.png.76770a0d26c2585c6b83047852f7ac75.png

 

don't know how the managed to upload it in the first place when the game loads every map first to prevent this from happening.

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Posted (edited)
5 minutes ago, HarperMeows said:

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.

Nothing like that during testing, no. If you have input lag, it's unfortunately a machine problem, but try d3d11 because apparently some rather specific people have input lag issues in vulkan in various games? Some kind of weird system fuckup, no coherent explanation.

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Posted (edited)
6 minutes ago, HarperMeows said:

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.

Yeah, I just tried it and the input delay by default is horrendous. It's like half a second at least and feels more sluggish than SNES doom.

 

HOWEVER! If I turn off Vertical Sync, it fixes itself and becomes fully playable and normal.

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Posted (edited)
4 minutes ago, Sakitoshi said:

 

well, this happens when you try to load it.

image.png.76770a0d26c2585c6b83047852f7ac75.png

 

don't know how the managed to upload it in the first place when the game loads every map first to prevent this from happening.

Not really. The game has 2 loading steps. When you first select a game it loads the iwad for the title screen, demos, etc. When you then start the game it loads the iwad again, this time with any pwads supplied.

 

Now for some fun, you can select a game go into console and change the d_iwad and load another iwad entirely.20240808181055_1.jpg.f8fe1c7366408cdebc0d698f366ad48e.jpg

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8 minutes ago, HarperMeows said:

Does anyone else feel input delay?

it happened to me once that mouse wasn't turning correctly, but alt+tabbed out and back in and sorted itself out.

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Posted (edited)

Actually, it still feels like there's slight mouse delay. I tried changing vulcan to d3d11 and even soft and it doesn't change. Alt-tabbing doesn't seem to fix it either.

 

More importantly, I just climbed onto the card table on the balcony in the very first map and now I'm stuck on it and unable to get off. Oops!

Edit: idclipped off and now I can't replicate climbing on top of it again. :/

Edit2: no, actually it's pretty easy. I was just not running. And apparently you can squeeze off of it if you run as well.

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7 hours ago, AmethystViper said:

Is it just me or is the MIDI music in the Switch version super quiet?

Not just you, I noticed this as well. It's especially clear when you compare it to the Andrew Hulshult remixes.

 

Anyway, everything about this re-rerelease is great! The id Vault from Q2EX making a return and Legacy of Rust are my main highlights. Feels significantly nicer than the Unity port too, and the max gyro sensitivity has been increased so I can now use it comfortably.

 

Great job to the team! I'll share more of my thoughts later as I play with it more

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It used to be on there, but (atleast for me) got removed, but it seems Andrew Hushult's IDKFA album was put up on Spotify. Link.

 

Seeing as i loved that soundtrack, i am very happy i can now add it to my playlist.

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36 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?

 

At the moment two of the curated add-ons are actually missing (Scientist and Tetanus), but I'll just assume there is some issues with those two right now. The add-ons are currently lower in quality anyway, as coop and deathmatch seemingly isnt available in them anymore. Hopefully this changes.

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Posted (edited)

A few observations on PC:

 

- on a 60 Hz G-sync monitor, I could not get mouse to not be very laggy (v-sync off) with a huge delay between moving the mouse and the image being updated, nor framepacing stuttery (v-sync on) until I set a framecap limit of 59 in RTSS combined with in-game vsync on. This is nothing new for me as I have the same issue in Doom 64, but I should not have to do this.

Maybe this is not an issue on high refresh rate monitors (ie 144Hz), as the 60 fps the game targets is below the max refresh rate and within VRR range.

The mouse handling / framepacing seems to be tied to FPS / v-sync / monitor refresh rate in a weird way that I have not seen in any recent game nor any doom source port.

- changing the graphics API requires to restart the game to take effect

- the software renderer is very slow (sub 30 fps) at higher display resolution (eg 4K), independently of the "resolution scale".

It is somewhat OK (60fps) if the display resolution is set to something lower like 1080p. But this shouldn't be necessary as I would expect to game to render in software at whatever "resolution scale" configured, then the result scaled to the display resolution. But instead it seems to render in software at native resolution ?

 

Edited by bobbie424242

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4 minutes ago, bobbie424242 said:

A few observation on PC:

 

- on a 60 Hz G-sync monitor, I could not get mouse to not be very laggy (v-sync off) with a huge delay between moving the mouse and the image being updated, nor framepacing stuttery (v-sync on) until I set a framecap limit or 59 in RTSS combined with in-game vsync on. This is nothing new for me as I have the same issue in Doom 64, but I should not have to do this.

 

Reading this made me realize that my input delay issues came from g-sync. Disabling g-sync fixed all of my control issues.

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Posted (edited)

Played the first level of the new campaign.

I'll have to try this on my home PC, maybe it will run better there than on this work PC by some miracle of happenstance. On my work PC this port feels pretty bad to play. Some amount of input delay is still there no matter what, and the performance feels incredibly inconsistent, sometimes smooth and sometimes it just seems to dip for a period of time for no discernible reason. Switching the renderer doesn't seemingly change a thing.

The vault was cool, at least.

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The achievements are a good excuse to replay it, but I think they neglected the use of cheats, I could do practically all the achievements typing iddqd, idfa and idclip. I say before using any cheat, warn you that the achievements will be disabled.

 

 

Anyway the achievements are not too difficult for the experienced.

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Posted (edited)
10 minutes ago, HarperMeows said:

Reading this made me realize that my input delay issues came from g-sync. Disabling g-sync fixed all of my control issues.

 

Yes disabling G-Sync (or freesync) is also a solution to that issue but in-game v-sync must also be disabled otherwise mouse is still laggy.

I still prefer the RTSS framecap method as it also provides a constant frametime.

I'd say the whole mouse handling behavior vs monitor refresh rate / VRR / fixed 60 fps the game targets / in-game V-sync setting, is quite a mess.

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It's very strange to me that the difficulty modifiers have the option to enable multiplayer items, but not multiplayer enemies.

And another thing - am I being stupid or should there be a "Upload" button here?button.png.759d88131d58290d06d316e9d73e20cf.png

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8 hours ago, Edward850 said:

Pretty much. Same thing we did for Quake2 as well.

Please add a option in coop for item respawns. Thank you for all the hard work.

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Posted (edited)
2 minutes ago, Frank Harper said:

It's very strange to me that the difficulty modifiers have the option to enable multiplayer items, but not multiplayer enemies.

It does both.

 

Maybe "enable multiplayer objects" would be clearer wording.

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Also, is it just me or is the collision with midtex fences like this one incredibly weird compared to normal walls? I can't slide properly along this fence, it behaves as if it's jagged in one direction and I just get stuck on it in the other direction. It's as if the line is made of many small rectangles. I hope this isn't something that's always been in doom that I didn't know about because I mostly play in gzdoom, lol.

 

fence.jpg

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2s line collision has always been a bit spotty in vanilla Doom. They're effectively invisible to the complicated mess that is P_SlideMove and end up using a much simpler collision routine that can cause issues, especially with non-axis aligned 2s lines

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Just now, Goldar said:

What a day to not be on Steam

 

let-me-in-ghostbusters.gif.814bc68abbd70f74f05c60bbfc1fda6d.gif

It's also on GOG, Epic, and Microsoft Store.

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8 hours ago, Zeffies said:

are the id1-res or id1-weap wads needed / relevant?

 

I know you can play id1.wad without either of them being loaded, too. I don't know exactly what either of them do, yet (was late when I heard this announcement). From what I've seen, id1-res doesnt do anything, and loading id1-weap alongside a different wad removes the plasma and BFG from the game, outright.

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2 minutes ago, SaladBadger said:

2s line collision has always been a bit spotty in vanilla Doom. They're effectively invisible to the complicated mess that is P_SlideMove and end up using a much simpler collision routine that can cause issues, especially with non-axis aligned 2s lines

I freakin knew it was something that I would've known if I was a more dedicated doomer. I guess if you aren't fixing it like in gzdoom then just dont make them diagonal?.. Oh well, at least it isn't this port adding jank, so that's good.

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Love the port, but really really not a fan of how locked-down the map selection for Deathmatch is.

Out of Ultimate Doom's entire list, only Hangar and Fortress of Mystery are selectable. Why? Every map in KDITD works fine for DM except maybe E1M8, and E1M5 is Romero's alltime favorite map to DM on. Hell, Deathmatch 95 made extensive use of E1M2. No Tower of Babel or Dis? For shame!

Doom 2 only allows Entryway, Circle of Death and Dead Simple. No Grosse, which is the 2nd best Doom 2 map to duel on?

None of the Master Levels are selectable for DM, when several of Dr. Sleep's and Tim Willits' maps were openly intended for DM useage. Attack in particular is golden for Deathmatch.

 

Why clamp it down like this? Let us pick whatever maps we want, this was never a problem from 1993 to now. Sure, E3M1 is borderline unplayable in DM, but you don't have to lock it down this bad, or at all. My brother and I even love to DM on Icon of Sin for the sheer ridiculousness of it.

 

Unrelated, but praying fingers-crossed for PSX Doom to make a comeback like Quake 64 and Quake 2 64 did. If you guys keep dropping officialized addons, please separate them from the mods tab as a quality barrier. 

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12 minutes ago, RulesMcGee said:

 

I know you can play id1.wad without either of them being loaded, too. I don't know exactly what either of them do, yet (was late when I heard this announcement). From what I've seen, id1-res doesnt do anything, and loading id1-weap alongside a different wad removes the plasma and BFG from the game, outright.

ID1-RES and ID1-WEAP are for mappers and mod makers. ID1-RES is all the new actors, textures etc. from the new episode, while ID1-WEAP is a separate patch for the weapons in case you want to keep the cell weapons.

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Posted (edited)

I was originally feeling the floaty mouse movement, but turning off Vertical Sync definitely helped me. Switching back and forth between D+DII and Chocolate Doom, the movement feels fine now.

 

One minor issue I've noticed is that the original soundtrack doesn't loop correctly! After a quick sit through E1M1-M3, each song has a half-second gap at the end of their songs. This only seems to affect the original soundtrack - the new remixed versions and the two FM versions all seem to play fine.

 

Midi Synth also loops fine, but I've learned, uh, valuable information about the quality of Windows 11's built-in midi and cannot recommend it to anyone. I wasn't able to get D+DII to communicate with Nuked-SC55 via loopMIDI, but maybe someone more invested in it will figure out the missing link.

Edit from the future: Plums has mentioned it's not actually native system midi, but Gravis Ultrasound. Neat! Sounds like hell!

 

Finally, thank you Nightdive for bringing online to the official port, I'm excited to try it soon. I have thoughts on my limited experience with the local multiplayer in two-player mode:

  • I'd love to be able to select my Doomguy's color, and change the nickname that displays in-game. Nicknames would be especially nice for local play, instead of just having "Steam Name", "Steam Name(1)", etc. Allow for saving a list of previously-used nicknames for easy future access (ala local Smash Bros), and it'd be perfect.
  • I really, really wish keyboard and controller weren't both hard-bound to the first player in local multiplayer. I want the option to have one player on KB+M, and another on controller. I couldn't find a way to connect a second player without connecting a second controller.
  • Control settings appear to be global, with no per-player bindings or settings. This became notably apparent for the gyro aiming setting, where the sensitivity affects everyone.
  • Vertical splitscreen could use a tweak to the FOV, so that the default horizontal viewing angle matches Doom's 4:3 view. Or maybe a different vertical splitscreen mode that can stick two 4:3 windows side-by-side in a 16:9 frame, keeping the full HUD intact.
Edited by Lollie

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Posted (edited)

I think id1-res.wad is just a resource for usage to make new maps with the new content? hard to say. (edit: kinsie has it right above) From looking at the console it seems that id24res.wad and id1.wad are all that get mounted when you've played the new episode. I've also observed that the engine is coded specifically to add id24res when a wad's GAMECONF lump is set to ask for executable "id24". id24res.wad specifically lets you use both the plasma rifle/bfg, and the new two weapons. It even gives you a new status bar to show that

image.png.34173d88135f776ed63fec5e57f636b0.png

.. though this appears to lack some of the actors used in the new episode, in particular there's a chair in there that's invisible. Sample wad attached.

id24test.zip

Edited by SaladBadger

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Posted (edited)

So the engine is called ID24.

 

Would it be incorrect to assume that the new beyond-MBF21 additions are also called ID24? That this is the name of the standard?

 

Considering it says:

Quote

Advanced engine needed : MBF21 support required, ID24 recommended.

 

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