Rampy470 Posted August 9 Shores of Heaven (the music for E1M2 in Legacy of Rust) might be my new favorite official Doom track holy crap. 2 Share this post Link to post
NightFright Posted August 9 Replacing "/" with "\" won't work with the GOG release: doom_gog.exe -file "..\..\addons\mod.wad" 0 Share this post Link to post
bobbie424242 Posted August 9 (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. 0 Share this post Link to post
A.o.D. Posted August 9 (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. 1 Share this post Link to post
skillsaw Posted August 9 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. 59 Share this post Link to post
A.o.D. Posted August 9 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. 0 Share this post Link to post
mouldy Posted August 9 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 1 Share this post Link to post
bobbie424242 Posted August 9 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 ? 0 Share this post Link to post
skillsaw Posted August 9 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. 4 Share this post Link to post
BluePineapple72 Posted August 9 (edited) Are there any content restrictions with uploads and whatnot? Aside from pretty much all of my releases having PUSS as the title, a good number of maps submitted to my projects use midis that are either arrangements from other games or flat out copywritten songs. There's also the issue of textures taken from games like Duke Nukem, Blood, etc. Edit: A complaint I've noticed from just popping my head into the mod browser is just that... uh... the mod browser kind of sucks(?). There doesn't really seem to be any filter options that I've seen (may have missed it) which leads to all wads just kind of getting lumped together into one massive slog of page browsing. This being an all access point to pretty much every one on steam, I do not really see a way for the notable and incredible releases of the community being featured without iD themselves manually featuring them. Given how hard it is to navigate through the mod menu now, once everyone and their mother who knows how to make a wad, with the most accessible modding tools made by a community who has been doing it for 30 years mind you, these wads are gonna pile into this space and flood and completely overwhelm the current browser page. I hope that doesn't come off as elitist and dismissive of folks' random mymap.wads being thrown into the mix with the several dozen versions of Sunlust uploaded by whoever, but there isn't really even an option to filter wads alphabetically! Let alone, you don't have an option to upload your wad as a 'type' of wad it seems. Everything is just thrown in together into a wad-soup so to speak. Not to be a negative nancy or anything; I just hope that in the future it will be easier to sort through different wads and search for something to play. It'd help newcomers discover community classics and diehard favorites (given that they're port-compatible) without having to ALTTAB the game. It could also help show wads made by single authors, community projects, wads by speedmapping communities, and not just author types too! Wads that are more action focused; slaughter wads; wads for the ultimate doom that only replace specific maps; wads that only add additional frames to some weapons to make them look smoother; wads that change weapons entirely; wads that the user has uploaded; wads no one has played! etc. etc. Again, haven't played around with it too too much, but as of right now it just feels like pages of /idgames random Edit edit: Again, this is all small fries to me. I think this is a great and accessible way for newcomers to discover our wad history through the game exe itself, but I think that the browser system needs to be a lot more constructed. Like a lot a lot. A net good that it exists, but I think as of right now there are some flaws. Edited August 9 by BluePineapple72 23 Share this post Link to post
Ragu Posted August 9 (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 August 9 by Ragu 0 Share this post Link to post
Maple_Leaf_Fall Posted August 9 (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!... This is supposed to be sky 1 in Doom Zero 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 August 9 by Maple_Leaf_Fall 3 Share this post Link to post
Terrcraft Posted August 9 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 6 Share this post Link to post
tatsu91 Posted August 9 (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. 0 Share this post Link to post
tatsu91 Posted August 9 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. 0 Share this post Link to post
Dieting Hippo Posted August 9 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. 0 Share this post Link to post
LuciferSam86 Posted August 9 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. 2 Share this post Link to post
Adamantium Posted August 9 Anyone know how to access cheats when playing on console?. 2 Share this post Link to post
Beed28 Posted August 9 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. 1 Share this post Link to post
SaladBadger Posted August 9 (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 heights 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. 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 August 10 by SaladBadger 2 Share this post Link to post
skaags Posted August 9 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. 0 Share this post Link to post
tatsu91 Posted August 9 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 0 Share this post Link to post
dobu gabu maru Posted August 9 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. 8 Share this post Link to post
AmethystViper Posted August 9 There's no autoexec.cfg support in this port? The Quake remaster was able to use autoexec files to override setting on start-up. 0 Share this post Link to post
Captain Toenail Posted August 9 (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. 1 Share this post Link to post
Edward850 Posted August 9 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. 2 Share this post Link to post
mouldy Posted August 9 Just tested this port out and seems like silent teleporters are broken. Also midtextures apear to be bleeding into the floor: I didn't delve any further, but with the uploading being a complete wild west at the moment I think I'll just leave this port to figure itself out for the time being 16 Share this post Link to post
BluePineapple72 Posted August 9 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. 2 Share this post Link to post
tatsu91 Posted August 9 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 1 Share this post Link to post
DustFalcon85 Posted August 9 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. 4 Share this post Link to post