Panzermann11 Posted August 9 (edited) A small nit-pick, I know, but I'm kinda disappointed the Kex port doesn't feature the goofy quit confirmation messages, alongside with the Nightmare confirmation message, something the Unity port and the original DOS version had. The Quake remaster had them and you could choose to disable or enable them. They also missed an opportunity to add Buckethead's songs as an option for Sigil when you use the remixed songs. Edited August 10 by Panzermann11 3 Share this post Link to post
RataUnderground Posted August 9 20 seconds in and I'm already in the top 0,1% players. Thats fun : p 1 Share this post Link to post
bobbie424242 Posted August 9 4 minutes ago, Plashe said: 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 You can unlock framerate with cl_engineFPS -1. V-sync must be disabled for this to work. Also see this post for other possible solutions. 1 Share this post Link to post
NightFright Posted August 9 My immediate nitpick for the port right now: If possible, music should be continuous when (quick)loading a game. Having the track start from the beginning with each load is kinda annoying. 8 Share this post Link to post
kevansevans Posted August 9 1 hour ago, RataUnderground said: 20 seconds in and I'm already in the top 0,1% players. Thats fun : p You joke, but I have seen enough new players that just simply do not understand the language of secret finding, which I guess is more from modern games simply not doing Doom styled secrets anymore. In regards to my experience: Anyone having sudden frame drops? Like, really really bad frame drops that freeze the game for a half second, but the game sim is still running underneath? 3 Share this post Link to post
blueyosh43 Posted August 9 Love the vault and all the new (old) shit inside. Not being able to cycle through the images while they're full sized is very annoying however. 3 Share this post Link to post
Plashe Posted August 9 14 minutes ago, bobbie424242 said: You can unlock framerate with cl_engineFPS -1. V-sync must be disabled for this to work. Also see this post for other possible solutions. thank you 0 Share this post Link to post
UnluckySpade7 Posted August 9 This is a dream come true for me, so much customisation here. hopefully Romero's E1 remake levels and Perquisite Strata X can be uploaded to the mod browser for a truly complete package. 0 Share this post Link to post
Chang O'Brian Posted August 9 What's the proper compatibility level for "Legacy of Rust" played in other source ports? 0 Share this post Link to post
gemini0 Posted August 9 MBF21. GZDoom crashes and generally malfunctions quite a bit with it, though, so be careful. 1 Share this post Link to post
Dagazur Posted August 9 (edited) The scoreboard in multiplayer saying "kills" instead of "frags" makes me die a little inside 😫 9 Share this post Link to post
Kaapeli47 Posted August 9 (edited) If someone from Id or Nightdive, or anyone else that worked on the official port, could answer this, I'd appreciate it. I may also email them about this. Are the new official wads technically commercial? I'm only asking because owning the game through Steam is the only way to own them right now, and multiplayer sourceports like Zandronum and Odamex have ways of auto-distributing wads to the player that are necessary to have in a server in order to connect to it and play on it. Say someone has DOOM + DOOM II on Steam, and they host the new official deathmatch levels (iddm1.wad) on a public Zandronum server. A player joins that Zandronum server using Doomseeker, the most common server browser used for Zandronum, which downloads the necessary wads for the player from the repository link the server hoster has set for the server. Now the player has iddm1.wad without necessarily having DOOM + DOOM II bought on Steam, but has a valid copy of Doom2.wad. Is this fine, or will Id, Bethesda, Nightdive and/or Machine Games come after the server hoster or the whole of Zandronum for exercising illegal distribution unbeknownst to them? Or - as impractical as it would be for server hosting - should multiplayer sourceports instead treat these new official wads like Plutonia, TNT, the Master Levels and No Rest for the Living, i.e. as IWADs or commercial PWADs? Edited August 9 by Kaapeli47 5 Share this post Link to post
Rampy470 Posted August 9 (edited) Alright been playing through good old KDITD to get a feel of it and complaints up first: It's quiet. Like really quiet. Had to jack up my PC volume to like 50 for it to sound right and some music can still sound way too quiet. Without using the cl_engineFPS -1 console command fast movement (especially fast turning) gets weirdly jittery. The killcount for the 100 chainsaw kills achievement isn't incrementing. OG soundtrack still doesn't loop properly. This is definitely the biggest issue here. Outside of that, byootiful. Loved flipping through the vault especially. 3 Share this post Link to post
wheelsbot7 Posted August 9 Does this new version include freelook? That was always my favorite new feature from sourceports. 1 Share this post Link to post
Gez Posted August 9 2 minutes ago, Kaapeli47 said: Are the new official wads technically commercial? I'm only asking because owning the game through Steam is the only way to own them right now Steam, or GOG.com, or Epic, or MS store... I suppose with some technical chops you could also rip it from an Xbox or Playstation or Switch. And it was a free update, even for those who only one of the two games (Ultimate Doom or Doom II). It's not at all a Steam exclusive. 1 Share this post Link to post
gemini0 Posted August 9 1 minute ago, wheelsbot7 said: Does this new version include freelook? That was always my favorite new feature from sourceports. No, it does not. This is a really big pain in the ass when using the Immolator/Incinerator (whichever one it is, I've heard both). 1 Share this post Link to post
Doomkid Posted August 9 Considering a good chunk of the maps are UDM3 and UDMX remixes, I'm going to wager it's a completely free to distribute WAD edit: Responding to Kaapeli47, naturally 2 Share this post Link to post
Gez Posted August 9 4 minutes ago, gemini0 said: No, it does not. This is a really big pain in the ass when using the Immolator/Incinerator (whichever one it is, I've heard both). Amusingly it's the other weapon that has two different names internally. The Incinerator (plasma rifle replacement) is just the Incinerator. The Calamity Blade (BFG replacement) is also the Heatwave. 0 Share this post Link to post
Rampy470 Posted August 9 14 minutes ago, Rampy470 said: The killcount for the 100 chainsaw kills achievement isn't incrementing. Okay, scratch that: it IS incrementing, just not on Doom 1. Only on Doom 2. Strange but minor. 0 Share this post Link to post
ZeroTheEro Posted August 9 Oh, lovely. I finally got home after a miserable day of rain on and off, and then I saw the news. I also realized that the Doom + Doom II update replaces The Ultimate Doom in my Steam lineup, and Doom II remains the Unity port. This will do nicely if I need to cross-ref things between ports :D 1 Share this post Link to post
Kaapeli47 Posted August 9 (edited) 24 minutes ago, Gez said: Steam, or GOG.com, or Epic, or MS store... I suppose with some technical chops you could also rip it from an Xbox or Playstation or Switch. And it was a free update, even for those who only one of the two games (Ultimate Doom or Doom II). It's not at all a Steam exclusive. 23 minutes ago, Doomkid said: Considering a good chunk of the maps are UDM3 and UDMX remixes, I'm going to wager it's a completely free to distribute WAD edit: Responding to Kaapeli47, naturally Thanks for replying, Gez and Doomkid! I also checked inside the new wads in SLADE and they have WADINFO lumps containing information and descriptions of the files. They say nothing about distributing though, so I'm guessing it's maybe fine for people to upload them anywhere? Of course with proper credits mentioned. 1 Share this post Link to post
Gothic Posted August 9 Are the rusty textures from Spirit Drains taken from Doom 3, or are those brand new? 0 Share this post Link to post
Rampy470 Posted August 9 (edited) 20 minutes ago, Rampy470 said: Okay, scratch that: it IS incrementing, just not on Doom 1. Only on Doom 2. Strange but minor. Same goes for the "beat any level on UV with all kills without taking damage" one. No Doom 1, just Doom 2. 0 Share this post Link to post
Maximum Matt Posted August 9 But are they releasing Maximum Doom, tho? 7 Share this post Link to post
Rampy470 Posted August 9 Cheats work on Nightmare mode in this port lol. 1 Share this post Link to post
Panzermann11 Posted August 9 14 hours ago, DaliVinci said: Ancient Egyptian god of the underworld. Not sure how related to Doom it is. I'm not sure if this is answered already, but apparently, Nightdive internally names their remasters after Egyptian gods. For example, the executable for Blood: Fresh Supply is called "Anuket", and PowerSlave: Exhumed is named after Anubis. 4 Share this post Link to post
Rampy470 Posted August 9 12 minutes ago, Panzermann11 said: I'm not sure if this is answered already, but apparently, Nightdive internally names their remasters after Egyptian gods. For example, the executable for Blood: Fresh Supply is called "Anuket", and PowerSlave: Exhumed is named after Anubis. Could be wrong but that's probably a reference to how it was first cooked up for Powerslave EX. 1 Share this post Link to post
LuciferSam86 Posted August 9 (edited) 1 hour ago, sdate said: any word on source releases? Since it's a full kex re-implementetion of all the standards ( vanilla / boom / mbf / mbf21 ) I think will not be any source releases about the code . Instead you have already the wads for modders with the resources of the new wad. Expect a release of how the new id24 standard works with documentation when the guys will have free time, so source port devs can implement them if they're interested. 0 Share this post Link to post
Rampy470 Posted August 9 There's actually a lot of weird sound cutoff stuff happening. Easiest example is the eye button at the very beginning of E3M1 where it barely gets to play before it gets cut off by the sound of the floor raising. 0 Share this post Link to post