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AtimZarr1

Classic Doom - New Update on Steam

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Shores of Heaven (the music for E1M2 in Legacy of Rust) might be my new favorite official Doom track holy crap.

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Replacing "/" with "\" won't work with the GOG release:

doom_gog.exe -file "..\..\addons\mod.wad"

 

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Posted (edited)
2 minutes ago, NightFright said:

Replacing "/" with "\" won't work with the GOG release:


doom_gog.exe -file "..\..\addons\mod.wad"

 

 

You also need to specify an IWAD with -iwad. For example if your mod is for Doom 2: -iwad doom2.wad

The -iwad parameter is necessary to bypass the main screen.

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Posted (edited)
1 hour ago, mouldy said:

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.

 

 

One of my maps in TDAC1632 (map 11 to be specific) also breaks.  I use silent teleports to create non-euclidean spaces, and they're only pointed at a single tagged linedef, so I think the problem is just silent teleports in general.

 

More to the point, it's not just one silent teleport.  It looks like every single silent teleporter in the map breaks.

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5 minutes ago, skillsaw said:

All right, thanks everyone. Sounds like things are a bit of a mess at the moment. I've gone through and uploaded my more popular wads (Valiant, AA, Lunatic, and Vanguard) with an [Official] tag in the title (thanks to egg boi for that idea, lol). I also went through and reported the uploads from other people but even as I was uploading my copies people were still uploading Valiant and Ancient Aliens. I'm glad people are enthusiastic but it'd be nice if they would let me take care of my own stuff. Hopefully moderation does remove the other uploads.

Do all of your voodoo doll closets work?  There's a chance that anything depending on silent teleports fail to cycle.

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8 minutes ago, A.o.D. said:

One of my maps in TDAC1632 (map 11 to be specific) also breaks.  I use silent teleports to create non-euclidean spaces, and they're only pointed at a single tagged linedef, so I think the problem is just silent teleports in general.

 

More to the point, it's not just one silent teleport.  It looks like every single silent teleporter in the map breaks.

Thanks for letting me know. Sounds like we'll have to wait for them to fix it at their end

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7 minutes ago, skillsaw said:

All right, thanks everyone. Sounds like things are a bit of a mess at the moment. I've gone through and uploaded my more popular wads (Valiant, AA, Lunatic, and Vanguard) with an [Official] tag in the title (thanks to egg boi for that idea, lol). I also went through and reported the uploads from other people but even as I was uploading my copies people were still uploading Valiant and Ancient Aliens. I'm glad people are enthusiastic but it'd be nice if they would let me take care of my own stuff. Hopefully moderation does remove the other uploads.

 

How will id know that the person submitting is the real owner of that submission ?

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7 minutes ago, A.o.D. said:

Do all of your voodoo doll closets work?  There's a chance that anything depending on silent teleports fail to cycle.

 

I have no idea. This came out of nowhere so I haven't had time to vet anything myself.

 

6 minutes ago, bobbie424242 said:

 

How will id know that the person submitting is the real owner of that submission ?

 

They can't, but the reporting mechanism specifically provides a means to report a mod uploaded by someone other than it's creator, so that implies to me that it's something they'll take action on.

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Posted (edited)
2 hours ago, Ragu said:

So what's the method for getting MIDI packs to work? I downloaded the Plutonia pack from the mod downloader there, but it just kicks you into the original Doom when you activate it. I don't see anything for setting the IWAD in the json. I saw there was a GAMEINFO lump in the Sigil 2 WAD which specified the IWAD, tried adding that and replacing doom.wad with plutonia.wad, but still no dice.

 

Also it seems to be activating the mic on my bluetooth headphones regardless of whether I have the microphone enabled in the settings and regardless of the default mic on my system. The sample rate of the audio gets absolutely destroyed when the mic gets enabled on my headphones.

I had to manually disable the headset as a device in device manager. Not especially ideal since it should be respecting my default mic, but it's a solution.

 

Also running the MIDI packs through the command line with -file "path\to\midipack.wad" -iwad "plutonia.wad" works properly. I'd still like to know if there's a way to do it through the launcher, though.

Edited by Ragu

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Posted (edited)

I must inform you all about a couple errors I discovered. Certain PWAD (Add on) skies are messed up! Doom Zero for instance , the sky has become a Doom 2 texture!...

 

RSKY1.png

This is supposed to be sky 1 in Doom Zero

BODIES.png

This is what it's become on the new port.

 

Also there seems to be no way to play multiplayer on PWADS (Add ons)! Only on the main 5 IWADS (Doom , Doom 2 , Master Levels , Tnt , Plutonia , and Legacy of Rust) These errors should be fixed as soon as possible. 

Edited by Maple_Leaf_Fall

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Posted (edited)
19 hours ago, Edward850 said:

It's literally the only way to do it. The moderation team can't magically know who is who and who owns what. Only you can tell them that.

Is their way to upload text files with the wad? As most wads follow the standard rules to include the text file if you redistribute the wad? 

 

Or will copy and pasting the text file in the description be the only option?

 

I would also imagine you can implement a rule on the server that doesn't allow duplicate file names.

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2 minutes ago, Terrcraft said:

Post regarding the mod browser in this port from the guy who made Arcadia demade, I don't fully agree with it but I feel it is worth discussing 

 

https://cohost.org/vectorpoem/post/7223926-id-software-zenima

Sorry for the double post but I think it should be a requirement for the description to be copy and paste of the text file. If not it can be taken down without question.

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1 minute ago, tatsu91 said:

Is their way to upload text files with the wad? As most wads follow the standard rules to include the text file if you redistribute the wad?

The only two options are either using the description field of the upload form, or including a text lump (I make one called README in mine) in the wad. There's no option for including an additional .txt file.

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3 minutes ago, tatsu91 said:

Is their way to upload text files with the wad? As most wads follow the standard rules to include the text file if you redistribute the wad? 

 

Or will copy and pasting the text file in the description be the only option?

 

I would also imagine you can implement a rule on the server that doesn't allow duplicate file names.

Even better to use a hash like SHA or MD5.

 

Someone could just change the name.

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Just now, The BMFG said:

Anyone know how to access cheats when playing on console?.

I have been wondering that. The Unity port had access to a few of them through the options menu, but that no longer seems to be the case.

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Posted (edited)

The silent teleporters of boomedit.wad do seem to be fine, for whatever reason. All of boomedit seems to work fine overall, but I did notice one anomaly with transfer heightsimage.png.77160e2cea28148215b9cac7d3d5dbff.png

EDIT: THE ABOVE IS ACTUALLY ACCURATE TO BOOM'S ORIGINAL BEHAVIOR (mostly, but does an artifact count?), so disregard I guess? GZdoom renders it right, but given the weird sector setup of these lines, I'm kinda amazed it does. All other Boom derived engines mess up with it.

 

While not related to boomedit directly, I did notice playing in the 320x200 scaling that the top/bottom borders for the fuzz effect only consider the top or bottom of the full screen, not the 3D viewport, so the status bar and screen border maybe? can be sucked into the fuzz.

image.png.a3210ed5d2eb609076437bd5c7dde3ea.png

 

Edit: actually, this is incorrect. the top of the 3D viewport is correctly considered and it will never take from the top border, but the bottom has no such limit, and if you go to the highest screen size, it will start grabbing pixels from beyond the screen. In practice these always seem to match the top of the screen, so I wonder if it's wrapping

Edited by SaladBadger

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Anyone know how to get the FLACs for the DOOM II tracks by Hulshult? He doesn't seem to have uploaded them anywhere but streaming. Apple Music has them at 24 bit 44.1khz so it would be nice to find the files they uploaded.

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5 minutes ago, Dieting Hippo said:

The only two options are either using the description field of the upload form, or including a text lump (I make one called README in mine) in the wad. There's no option for including an additional .txt file.

I guess that might be the first thing they should do and make it a requirement like the header and screenshot. maybe also make a url required too so if its reported they can easily check the text file and see if it matches the description

 

4 minutes ago, LuciferSam86 said:

Even better to use a hash like SHA or MD5.

 

Someone could just change the name.

That would maybe be better like theirs 2 sunlust wads up their and 3 Doom the way ID did like its cool those are their but do we need duplicates

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This is a really cool update that brings the official Doom ports closer to the Doom community, but wow, the uploading section is a pretty hot mess. It's wild that there doesn't seem to be any content IDing? So folks can just upload MyHouse as many times as they want? I know you can't stop people from uploading wads that aren't theirs—not sure how you'd even prevent that, or if we would want to anyway (rip Scythe if so)—but there should at least be something that looks at the size and content of each wad and check it against everything else in the database. Even if that allows folks to just change 1 thing and upload MyHouse yet again, it's a better fix than letting scrubs flood the browser page with stuff that's been there on day one.

 

Besides that, my only other major concern is a personal one: why no "turn left/turn right" options in the controls section?! The controls as-is force people to play with a mouse, which is a huge bummer for us keyboard players.

 

33 minutes ago, BluePineapple72 said:

post

 

Yeah, definitely agree with a lot of these thoughts. "Wad soup" is a good descriptor of the browser currently. Seasoned with a touch of copyright infringement.

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There's no autoexec.cfg support in this port? The Quake remaster was able to use autoexec files to override setting on start-up.

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Posted (edited)

I'm playing the new episode and it's really cool. Love the theme of the UAC taking over Hell instead of the other way round. Also the unseen cut content is very interesting!

 

Very cool!

 

I did encounter a crash adjusting the mouse bindings - when I exit menu the game crashed to desktop.

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5 minutes ago, AmethystViper said:

There's no autoexec.cfg support in this port? The Quake remaster was able to use autoexec files to override setting on start-up.

That's not how that works. Quake itself loaded the autoexec.cfg. Doom never supported such a concept.

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25 minutes ago, dobu gabu maru said:

Yeah, definitely agree with a lot of these thoughts. "Wad soup" is a good descriptor of the browser currently. Seasoned with a touch of copyright infringement.

The biggest thing I’d take away from the WAD soup thing (a la a simplification of my word soup :P) would be that there isn’t a way to divide gameplay MODs (custom enemies/weapons) and new map sets.
 

Arguably, the former would be much more useful to mappers than players (how often do folks play through DOOM1/2 with vanilla/boom compat weapons), but it would be nice to be able to filter for them. Especially if you want to filter them out to look for new maps to play. 

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2 minutes ago, BluePineapple72 said:

The biggest thing I’d take away from the WAD soup thing (a la a simplification of my word soup :P) would be that there isn’t a way to divide gameplay MODs (custom enemies/weapons) and new map sets.
 

Arguably, the former would be much more useful to mappers than players (how often do folks play through DOOM1/2 with vanilla/boom compat weapons), but it would be nice to be able to filter for them. Especially if you want to filter them out to look for new maps to play. 

at least in game i do not think their is also a way to load multiple wads so you cannot use a gameplay mod and a mapset together

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37 minutes ago, The BMFG said:

Anyone know how to access cheats when playing on console?.

 

Yeah. I was disappointed by the lack of cheats on the rerelease. Could NightDive provide an update to reimplement them in a future update? Also activating those cheats will disable achievements/trophies.

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