Dweller Dark Posted August 9 Just now, Votterbin said: What I want to know is, has anyone been dumb enough to post porn yet? Does Kama Sutra count? 6 Share this post Link to post
Decay Posted August 9 18 minutes ago, Kinsie said: This too shall pass. yea all those troll wad uploads to idgames surely would've stopped had if the archive maintainers didn't effectively put a stop to it. Almost like there was a human barrier making it harder to upload trash improving the quality of the archives 10 Share this post Link to post
silentzorah Posted August 9 I guess my main question with the new release is whether or not we can modify the new resources available. Like, yeah, I know we can use the wads for our project, but I didn't see the usual "You MAY/may NOT use the assets as a base for modification or reuse" in the WADINFO lump, so I'm kinda uncertain what the ethical limits for this is. Is this a case of "Requires id1-res.wad"? 0 Share this post Link to post
Redneckerz Posted August 9 1 hour ago, Kroc said: -- How did Nintendo let this pass approval!? "So yeah, we have this feature where people can upload *literally anything* and it's immediately accessible to every Switch user in the world". Think Terrywads, but copyright infringement, gore, CSA imagery, you name it. Switch users, perhaps somewhat ironically, get a curated list by the team at ID. I too find it damning that every wad under the sun gets dumped through the uploader (without crediting) but real talk - the idea of playing Ancient Aliens or Valiant through console like this is an enticing prospect. Yes, even for me. Playing Devil's advocate: It also increases visibility of those works - And isn't that what we want? Buuut... no credit is no credit, and that's wrong. That needs to change. 57 minutes ago, anotak said: so is the explanation for the GPL stuff "we reimplemented it ourselves without using the GPL code"? reading the early part of the thread, that's all a bit unclear to me Per discord by Gooberman: Quote But yes, it's clean room, it's my code licenced, and it doesn't stop at Boom compatibility (or for that matter, MBF21 compatibility). I'll be making a more detailed post later. Xaser also has some details up in the works regarding the ID24 standard, so lets wait and see. 41 minutes ago, Nockson said: I've read the whole thread but didn't see the answer or maybe missed it, so: is this update available for people who own Doom 1/2 via Doom 3: BFG edition? No mention of that so far afaik. 6 minutes ago, Endless said: It seems the new WAD/mod upload system has turned into a massive mess of unaccredited and stolen works. All un-moderated download systems are bound to suffer this. Already saw like four different copies of famous WADs uploaded by complete randoms with not even the .txt copy-pasted to at least show some courtesy lol Another similar download system is the the Steam workshop, which suffers massively from this. People constantly re-upload shit without giving proper credit, at the worst times they will lie and say they made it themselves. Communities are forced to auto-moderate themselves like this. I for one would LOVE if one of us provides a curated list of megawads (or cacowards). Hell, perhaps DoomWorld could be that user? 0 Share this post Link to post
Midway64 Posted August 9 Alright, so the top 4 most liked mods as of now are; DOOM Zero. Ultimate Simpsons Doom... Mario Doom... Arrival. 0 Share this post Link to post
Midway64 Posted August 9 And forgot to mention this... but no radio chat sounds :( 1 Share this post Link to post
Budoka Posted August 9 20 minutes ago, Midway64 said: Alright, so the top 4 most liked mods as of now are; DOOM Zero. Ultimate Simpsons Doom... Mario Doom... Arrival. Pretty impressive for Arrival, which I would have assumed to be rather outside of the Unity audience's radar compared to the others. 1 Share this post Link to post
Edward850 Posted August 9 17 minutes ago, Midway64 said: And forgot to mention this... but no radio chat sounds :( The chat system exists outside of Doom, and can run when it isn't. It also does more types of chat such as speech to text. 1 Share this post Link to post
MrGigglefingers Posted August 9 Can't imagine Simpsons Doom is gonna stay up for long but it's cool seeing it get love all these years later 1 Share this post Link to post
Amaruq Wulfe Posted August 9 4 hours 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). Especially since the Heatwave doesn't seem to care for airborne enemies. Seems like a genuine downgrade from a BFG :v 0 Share this post Link to post
AmethystViper Posted August 9 Not sure if it was mentioned already but Scientist and Tetanus are missing in the Featured mods when they were originally available in the Unity port. On a more positive note, I got to try out keyboard and mouse controls with the Switch version of the collection and man this is pretty damn cool, I wish the Doom 64 remaster on Switch and PS4 could get this feature. 1 Share this post Link to post
Kinsie Posted August 9 5 minutes ago, AmethystViper said: Not sure if it was mentioned already but Scientist and Tetanus are missing in the Featured mods when they were originally available in the Unity port. This is a known issue: They forgot to upload them to the new system with all the everything else going on. 3 Share this post Link to post
GooberMan Posted August 9 Gonna point out here that -iwad, -file, -warp, -skill, etc etc work. There's no need to work out any other way to load your maps, but a bit of an implementation quirk means you need to -iwad or you'll always get the front end. I can go in to detail about the floatiness of the movement too, but short story is that the movement physics weren't touched. I've got half an implementation in Rum and Raisin that addresses it (letting you rotate independently of the frame that's being interpolated) but the rest of it is trickier (making inter-frame independent movement match the actual 35Hz movement) and, well, I haven't written the code for that part yet because I'm still working on the theory. And yes. There'll be a more detailed post soon. 15 Share this post Link to post
Fuser Marucs Posted August 9 As a console player - Switch mainly - I've got to say this is a massive improvement over the unity ports. The movement is much much smoother and more responsive: and the visuals are lovely and crisp with lots of options. only issues for me are: 1) the screen size slider needs to go one more so I can get rid of the HUD!!! There's no HUD in the demo loops so I know it's in there already.... 2) as someone mentioned, the skyboxes aren't right and show a lot of white 3) yes, the sound is low and occasional sounds cut off early. 2 Share this post Link to post
blackthorn Posted August 9 (edited) This new port is a marked improvement over the old Unity ones. The id Vault sections are amazing, but it's a real shame that any attempt at being a "definitive" version of classic Doom is always going to be overshadowed by the inclusion of censored IWADs. On a more positive note let's hope this means a sorely-needed Nightdive port of Heretic/Hexen might be on the way some time soon. 5 Share this post Link to post
mouldy Posted August 9 1 hour ago, D.Vile said: This is weird... I was playing the wad 'Overboard', by Mouldy, when I suddenly ran into a weird glitch and got trapped in this room while playing the first map. This bug only shows up in the Bethesda port. https://streamable.com/pkrcb4 For some reason I added two silent teleport lines there. They are meant to take you to the linedef with the same tag somewhere else, but because they both have the same tag they are teleporting to each other instead. I'm not even sure how this works at all in other ports, maybe because it picks the linedef with the lowest id number if there is a choice. If this port is chosing the highest id number instead that might be why it breaks. To be honest though there really shouldn't be two lines doing the same thing in the first place. I might test out this new port this weekend and try uploading my own versions of my wads with fixes. No doubt there will be other issues though, a lot of my maps are kind of janky behind the scenes. 10 Share this post Link to post
My Celium Posted August 9 Suggestion: While dead, show a view of what your team mates are doing so you have something to look at when you're respawning. Also, is there a way to see health and armor values of team mates? Is there a way to play COOP add-ons? 1 Share this post Link to post
ZeMystic Posted August 9 Achievement hunting is easy asf with the level select feature and some planning. 2 Share this post Link to post
Beed28 Posted August 9 Just wondering, @Edward850; how feasible would it be to get a rewind feature (like the one in DSDA-Doom) working? I would love to have something like that in an official port (though I'm not sure if it would be feasible on say the Switch). 0 Share this post Link to post
THEBaratusII Posted August 9 The mod menu UI does need a bit more work, at least add a search function. For now you can atleast subscribe/download WADs with a search function here : https://mods.bethesda.net/en/doom_doomii/all As for the uploading issue, I think the ability to add the original author when uploading would help a bit. I know you can do the same in the description but as somebody who has been using Classic Gaming Arena for vanilla Doom deathmatch for a while now, I find it more convenient. I have uploaded WADs that weren't created by me but I try to make sure that the original creator was credited. I don't know entirely about duplicates without a heavy amount of moderation considering the game is still popular to this day. (atleast compared to other FPS games of it's time) P.S. Multiplayer is great, hope to play custom WADs in multiplayer one day. 2 Share this post Link to post
TMMMS Posted August 9 (edited) holy crap Spoiler those shocktroopers in the secret mill level dont fuck around! ive been playing some jamal jones and rowdy rudy and also the classic redux mod recently so i wasnt prepared with how deadly just one of these fuckers could be! also their death animations are surprisingly brutal even for doom i didnt know this was even possible in a vanilla-ish doom port!!! well played xaser! 2 Share this post Link to post
NightFright Posted August 9 Just for the record: Just like Unity, this port doesn't support any sort of command line parameters, right? So using a launcher on the GOG version to load external mod files won't make any sense, I guess... 0 Share this post Link to post
Terrcraft Posted August 9 3 minutes ago, NightFright said: Just for the record: Just like Unity, this port doesn't support any sort of command line parameters, right? So using a launcher on the GOG version to load external mod files won't make any sense, I guess... 45 minutes ago, GooberMan said: Gonna point out here that -iwad, -file, -warp, -skill, etc etc work. There's no need to work out any other way to load your maps, but a bit of an implementation quirk means you need to -iwad or you'll always get the front end. 0 Share this post Link to post
Andromeda Posted August 9 2 minutes ago, NightFright said: Just for the record: Just like Unity, this port doesn't support any sort of command line parameters, right? So using a launcher on the GOG version to load external mod files won't make any sense, I guess... Apparently they do, quoting @GooberMan: Quote Gonna point out here that -iwad, -file, -warp, -skill, etc etc work. There's no need to work out any other way to load your maps, but a bit of an implementation quirk means you need to -iwad or you'll always get the front end. 0 Share this post Link to post
Bald Cyberdemon Posted August 9 10 minutes ago, NightFright said: Just for the record: Just like Unity, this port doesn't support any sort of command line parameters, right? So using a launcher on the GOG version to load external mod files won't make any sense, I guess... IDK about how GOG does command-line parameters, but I do know Steam has a way for users to use parameters via launch options and as adressed by Goober they seem to exist in this port aswell 0 Share this post Link to post
MundyC Posted August 9 Something I've noticed when trying out some custom WADs on this engine is that the BrainSpit action, when used by enemies via DeHacked, doesn't actually spit out a spawn cube when the action is run. Is this an intentional change or not? 0 Share this post Link to post
S3M_XM Posted August 9 This achievement is hell. (Maybe it's not so bad if you're a speedrunner.) 3 Share this post Link to post
NightFright Posted August 9 (edited) OK, it just seems it cannot handle relative file paths. This won't work: doom_gog.exe -file "../../addons/mod.wad" This does: doom_gog.exe -file "C:/Games/Doom/addons/mod.wad" 2 Share this post Link to post
bobbie424242 Posted August 9 10 minutes ago, NightFright said: OK, it just seems it cannot handle relative file paths. This won't work: doom_gog.exe -file "../../addons/mod.wad" This does: doom_gog.exe -file "C:/Games/Doom/addons/mod.wad" It can handle relative paths but it must use backslash (\) between path segments. At least this is the case for the Steam doom binary (doom.exe). I hope it will improved to support slashes, for better compat with doom launcher programs. 2 Share this post Link to post
NightFright Posted August 9 Would be great, because like this it's kinda hard to use it with launchers like DoomRunner which use a certain syntax. 1 Share this post Link to post