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AtimZarr1

Classic Doom - New Update on Steam

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Posted (edited)

The -iwad and -file command-line option work and launch the game directly on the iwad/file, but they do not work with full filepath or relative filepath.

The iwads/pwads need to be in either the same folder than doom.exe or %USERPROFILE%/Saved Games/Nightdive Studios/DOOM.

 

 

For example

 

doom.exe -iwad doom2.wad -file "../../some/path/SCYTHE.WAD" will not look for SCYTHE.WAD in the specified directory but in the 2 default directories mentionned above. It would be great if this could be fixed to improve compatibility with doom launchers programs (I'm using DoomRunner).

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It's interesting/cool that steam's cloud saves will sync downloaded mods too. 

Sadly if you add custom ones to your save folder it won't sync those though :( 

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1 hour ago, Gez said:

No it's not, that's the name of the new featureset. So it's a name like MBF21, not a name like DSDA-Doom.

 

The official name for the engine is Doom + Doom II. Or you could call it Osiris 2.0, that's what my GOG-created game-launching shortcut calls it. "Launch Osiris 2.0".

That makes a lot more sense and that's something to define for the Wiki. I know Gooberman said on Discord that most of the code is his work, so i am very interested on the details.

The reason why i asked is because of Kinsie's post. Not set in stone of course, but it can't hurt to ask.

 

ID24 compatibility has the potential to be omnipresent like Boom compatibility. It sucks that MBF21 has yet to take off, so maybe this will.

 

13 hours ago, Kinsie said:

Also to answer the question: The official readme files (the WADINFO lump in each WAD) state that the new stuff's been tested in DSDA-Doom and GZDoom, although you should probably play it in the official port first! It's only polite. Also, the new port is apparently called ID24.

 

For ease of reference:

id1.wad - Legacy of Rust

id1dm.wad - Official DM maps

id1-res.wad - Legacy of Rust resources, for mappers

id1-weap.wad - DEHACKED patch for the Legacy of Rust weapons, for mappers

 

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Posted (edited)

I count 38 sounds, 479 sprites, 273 flats, and 1389 texture patches defining 1351 textures in id1-res.wad. It also defines 18 new animations (including one animated sky) for a total of 49, and 45 new switches (for a total of 85). I think this contains all of lostres, plus its own new stuff; but I haven't compared them.

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7 minutes ago, bobbie424242 said:

The -iwad and -file command-line option work and launch the game directly on the iwad/file, but they do not work with full filepath or relative filepath.

The iwads/pwads need to be in either the same folder than doom.exe or %USERPROFILE%/Saved Games/Nightdive Studio/Doom.

 

 

For example

 

doom.exe -iwad doom2.wad -file "../../some/path/SCYTHE.WAD" will not look for SCYTHE.WAD in the specified directory but in the 2 default directories mentionned above. It would be great if this could be fixed to improve compatibility with doom launchers programs (I'm using DoomRunner).

works on my machine. use backslashes instead. haven't tried relative paths though.

image.png.0e71e6eaaed1176b23186ec9b39ee1c3.png

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15 minutes ago, Scorcher said:

I've noticed in my testing that the heatwave gun does not have autoaim. Is this intentional?

(Using DSDA and Woof)

 

Yup, intentional (though I meant to put this somewhere as a FAQ item in the wadinfo txt and forgot to, lol) -- with autoaim, the projectiles would try and vertically target the center of mass of the monster closest to the player, making the ripper projectiles smack the floor/ceiling before they had a chance to pass through a whole crowd.

 

In theory I could've coded up some fancy special-case autoaim behavior for this weapon in particular, but that would've broke dsda-doom compat right out of the gate, and fudging off the autoaim worked well enough in practice (though it might drive mouselook users insane; I might make an unofficial patch someday for the GZDoom fellows :P ).

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Are people allowed to use (and modify) id1-res content in their own wads, like any other texture/resource pack?

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3 minutes ago, Sakitoshi said:

works on my machine. use backslashes instead. haven't tried relative paths though.

image.png.0e71e6eaaed1176b23186ec9b39ee1c3.png

 

It does indeed work with backslashes (and relative paths).

Would be great if slashes could be supported. They work with every source port that I have tried and DoomRunner uses slashes.

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Posted (edited)
8 minutes ago, Xaser said:

 

Yup, intentional (though I meant to put this somewhere as a FAQ item in the wadinfo txt and forgot to, lol) -- with autoaim, the projectiles would try and vertically target the center of mass of the monster closest to the player, making the ripper projectiles smack the floor/ceiling before they had a chance to pass through a whole crowd. 

  

In theory I could've coded up some fancy special-case autoaim behavior for this weapon in particular, but that would've broke dsda-doom compat right out of the gate, and fudging off the autoaim worked well enough in practice (though it might drive mouselook users insane; I might make an unofficial patch someday for the GZDoom fellows :P ). 

I see, that makes sense. Honestly makes the weapon feel more unique in a way, a weapon arguably even more powerful than the BFG with it's ripping capabilities, but with the cost of being unable to autoaim. Very interesting. :)

6 minutes ago, plums said:

Are people allowed to use (and modify) id1-res content in their own wads, like any other texture/resource pack?

Considering they gave us a seperate resource wad in the first place, I'd assume yes.

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4 minutes ago, Scorcher said:

Considering they gave us a seperate resource wad in the first place, I'd assume yes.

Me too, but it's not explicitly stated anywhere, and considering it's now "official" content I feel like it's best to clarify.

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Okay, hypothetically, if somebody wanted to make levels with the resources included, what'd be the legit way of doing it? I assume it's all proprietary art and one can't just bundle the textures and monsters in the map pwad for convenient release. 

So in the post you'd say it that requires the id1-res.wad, which is located in your steam directory or GOG game directory, and the load order is id1-res and then the map, right? 

Is it reasonable to assume everybody would know how to do that? I'm genuinely asking that because I know plenty people just drag the pwad they downloaded onto gzdoom. Not worrying about a launcher or command line parameters or load order or any of that. Rarely do projects come in more than one file. 

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Posted (edited)
4 hours ago, Edward850 said:

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.

 

I also have this issue with Vulkan. See my post on the specifics and work-around.

It's also exact that D3D11 fixes it (with v-sync on).

I think this laggy mouse issue with Vulkan (maybe only on some monitor setups, especially 60Hz ones) should be looked at. For people that do not know better (changing to D3D11, messing with frame limiters) this make the game unplayable. Doom 64 has the exact same issue. No other Vulkan game that I own have this issue.

 

EDIT: there is another workaround consisting in unlocking framerate with cl_engineFPS -1 (must be combined with in-game v-sync off). It seems to give the best mouse responsiveness possible.

Though I had to also change the mouse sensitivity (cl_msensitivityx) as it seems to be tied to engineFPS, which is very weird.

Edited by bobbie424242

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17 minutes ago, Sakitoshi said:

works on my machine. use backslashes instead. haven't tried relative paths though.

image.png.0e71e6eaaed1176b23186ec9b39ee1c3.png

 

If Eternal Doom is working off the bat, I guess that means the strange oddities with the Unity port haven't been inherited? Eternal Doom crashed the Unity port over something as daft as the ordering of lumps, it made a conversion impossible until Arsinikk figured out what made the port tick

 

I wonder if things like Sanctuary of Filth in NEIS will work now; cant test it, as the map for that was deleted outright in the current add-on version

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Posted (edited)

I have the strangest bug with audio -- I'm connected to bluetooth audio and when the game starts the volume is super loud and the tone goes flat (like an equaliser has just been turned off) but changing the volume in Windows does nothing! I can set it to 0 and it's still going. Yes, I can change volume in game, it has to be 20% or less to be back to "normal" but I've essentially lost Windows' audio control.

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26 minutes ago, Redneckerz said:

ID24 compatibility has the potential to be omnipresent like Boom compatibility. It sucks that MBF21 has yet to take off, so maybe this will.

Legacy of Rust does use MBF21 for it's custom weapons/monsters. ID24 seems to be another additional spec used for the custom intermission screen and the option to use both cell and fuel weapons at the same time.

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I hope Nightdive can also offer the free upgrade for owners of Doom Eternal and Doom 3 : BFG Edition, considering they own both games legally.

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This is really great news, thank You to all the people that were involved in making of this port. You are great!

 

Small suggestion: add optional "you found a secret" message with sound.

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Just now, Zaratul said:

Small suggestion: add optional "you found a secret" message with sound.

This is already in, but the sound is kind of quiet and tends to get cut-off by item pickup sounds. (Ditto the message and item pickup messages).

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Posted (edited)

An assortment of UI feedback:

 

Mod Browsing

  • Many have stated the desire for filters/search/etc so I won't restate those.
  • However a large pain point in the mod browse menu I haven't seen mentioned is: when you select a WAD to look at it, but then back out, it always takes you back to page 1. It would be good for it to remember the page you were on because there's 15 pages already and scrolling back to where you were every time is extremely tedious.
  • The 'Play' list - could it list the number of maps on the right side? This would aid the user when they are desiring to play just a single level vs. a megawad. I think it would even be good if the list prompted you to choose "Single Levels", "Episodes", or "Megawads" (16+ maps)

 

Save/Load Game

  • Can the game/wad the save is for be shown in the saves list? The Quake releases have this so it would be much appreciated, especially given how much more Doom content there is compared to the Quakes even when sticking to the curated wads.
  • Perhaps another aid here could be something like pressing Tab/Y to toggle showing only saves for the current loaded game/mod.

 

Level Select

  • You can't hold left/right to scroll fast through the levels, so skipping past a bunch of maps in a megawad takes forever. Please add hold left/right to scroll fast. This is also an annoyance when selecting the game resolution.
  • Even better would be if you could press A/Enter in the map selector to open up a list of maps and see all the maps at once in a list.
  • Can it remember the last selected level/difficulty this gaming session? This would save speedrunners having to select it again every time they want to restart a map.
  • Alternately, an option in the ingame pause menu to quickly restart a level would also help with this.

 

Automap

  • Scrolling to zoom in/out is unusably slow because the bind expects the button to be held (and a mousewheel scroll clicks only for an instant)
  • Is there any chance of getting realtime map updating when walking into a new room?
  • Obligatory request for transparent background/overlay mode/etc

 

Intermission

  • Could we get more of a gap between the level time and the word "Par"? They are touching each other and it is weird.

 

Bugs with Resolution Scale

  • If the resolution scale isn't "Maximum", and the selected game resolution is 4:3 or 16:10, many hud elements (pickup message, automap text, intermission) are drawn offscreen.

 

Ultrawide Concerns

  • I know Ultrawide support isn't listed on the store page as a feature, but it's so close to being very good. Please restrict the HUD/intermission text elements to the center 16:9 portion of the screen. This will make sure that for instance the intermission screen text aligns with the generally 16:9 background graphics. This will help the ultrawide presentation be a lot better without having to go the distance of making ultrawide versions of all the status bars/intermission screens/etc. Attached is a screenshot of how it looks currently.

 

Rerelease_Screenshot_2024.08.08_-_20.42.58.47.png

Edited by Trov

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37 minutes ago, Xaser said:

 

Yup, intentional (though I meant to put this somewhere as a FAQ item in the wadinfo txt and forgot to, lol) -- with autoaim, the projectiles would try and vertically target the center of mass of the monster closest to the player, making the ripper projectiles smack the floor/ceiling before they had a chance to pass through a whole crowd.

 

In theory I could've coded up some fancy special-case autoaim behavior for this weapon in particular, but that would've broke dsda-doom compat right out of the gate, and fudging off the autoaim worked well enough in practice (though it might drive mouselook users insane; I might make an unofficial patch someday for the GZDoom fellows :P ).

Stop giving us neat things :P 

 

Jokes asides congratulations for this wonderful release :) 

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1 minute ago, LuciferSam86 said:

Oh a thing: is possible to specify the complevel via th command line? 

In my opinion, now is the time to decide that wads should be the ones responsible for setting the complevel and not the user.

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8 hours ago, Midway64 said:

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?

 

I, too, have noticed this and was briefly wondering whether £6 on Steam to be able to upload was worth it, even if it means buying the game again. Would prefer the PC installation from the Microsoft store worked as expected though, I think, even if all of the new features are technically worth the price of entry.

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I don't know who else to tag @Xaser any ideas on legal status of how to use the resource? Because it's not really clarified anywhere i could see.

46 minutes ago, plums said:

Are people allowed to use (and modify) id1-res content in their own wads, like any other texture/resource pack?

 

32 minutes ago, Sneezy McGlassFace said:

Okay, hypothetically, if somebody wanted to make levels with the resources included, what'd be the legit way of doing it? I assume it's all proprietary art and one can't just bundle the textures and monsters in the map pwad for convenient release. 

So in the post you'd say it that requires the id1-res.wad, which is located in your steam directory or GOG game directory, and the load order is id1-res and then the map, right? 

 

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23 minutes ago, Trov said:

In my opinion, now is the time to decide that wads should be the ones responsible for setting the complevel and not the user.

Oh yeah I totally agree with you, especially for a port with a mainstream target. 

 

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1 hour ago, plums said:

Me too, but it's not explicitly stated anywhere, and considering it's now "official" content I feel like it's best to clarify.

It was official content before, too. Id has always owned it.

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17 hours ago, boris said:

 

They said that about the Quake remaster, then it took a year or so to come to GOG.

 

Came here because i saw the trailer on YT, and thought WTF?

 

It is online on GOG.

 

https://www.gog.com/en/game/doom_doom_ii

 

Seems that everyone who bought the game before get it automatically. I had it in my games list when i checked.

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39 minutes ago, Doomkid said:

Wow, it's SO fun playing Deathmatch online, and seeing quite a lot of people doing so no less! That's awesome!!

 

The dedicated DM pack is great, 26 maps is such a bizarre number but it's excellent to see it's largely heavily-edited UDM3 and UDMX stuff, or things in a similar vein. I had a blast doing two rotations just a couple hours ago. Super well done!

 

 

I'm so close to ACTUALLY PLAYING Bourg - in a DM - on the official port..

Played quite a few rounds myself and though I'm no great shakes at DM, the blood was a'pumpin'! Ghastly Australian ping aside, things seem fairly smooth but a far greater variety of maps would be sick. Bourg play-off in the future hopefully...? Hopefully? Maybe? 

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3 hours ago, Amaruψ said:

 

Turn off vsync and set the renderer to vulkan.

yeah that doesn't do anything, someone on the steam thread said that the game's fps is locked to what your monitor is set at for whatever reason

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