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AtimZarr1

Classic Doom - New Update on Steam

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Posted (edited)
6 minutes ago, Silverforte said:

Also some WADS uploaded just straight up don't work on playstation like MYHOUSE or Hexen. But that's not an issue with the port itself.

I'd say it sort of is because the port allowed them to be uploaded in the first place. The requirements to upload a WAD in the game could be made more strict without requiring any more work from a moderation team.

 

For instance requiring some amount of levels to be beaten by the player before the game will allow uploading that WAD. Mario Maker uses this technique to ensure that all uploaded content at least passes the bare minimum of being playable.

 

It's already supposed to at least make sure the WAD doesn't crash the game but that doesn't seem to be working at all given Hexen got uploaded.

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Posted (edited)

Mouse doesn't feel that strange to me after some getting used to. Switching from Crispy Doom to DSDA-Doom had the same thing and I got used to it. Having every doom game accessible from the main menu is pretty neat and not having to here D_RUNNIN for every master level is a neat bonus. Multiplayer is insanely fun and I am really glad to have a lobby system and online multiplayer for an official doom port. Playing deathmatch and Co-op so far has been a huge blast.

 

I wanted to see how the mods page plays out over the course of 24ish hours before saying anything further. Boy does it leave a lot to be desired. We had 18ish pages last time I checked, and it is a mess on each page. There is no search feature to find a specific mod, you have to scroll and browse through each page. There is a ton of stolen content uploaded without the author's consent. There is a report feature that allows you to strike down the stolen content thankfully, but there is no moderation to prevent stolen content from being uploaded. I want you to go through every page and count how many times Valiant has been uploaded. Even with @skillsaw uploading the official version of it with (OFFICIAL) in the title, people are still uploading it again and again. Wads are being uploaded that don't even work such as Hexen, and the numerous MyHouse.Wad uploads. It's heart might be in the right place but I think having a half-baked system like this one is going to cause more problems then it is going to solve. I think the curated list of custom content while limiting was ultimately the better choice for having console users play user-made content and the free-for-all mess that's going on with the mods page is a step in the wrong direction.

 

Edit: Just learned that on the Bethesda website the mods page is way better. You can search stuff up specifically and there are tags for if it's a megawad or a gameplay mod. It's easier to subscribe and subscribe as well. It's helpful to use the website but I just have to wonder why these features weren't included in the menus.

 

Legacy of Rust spoilers!

Spoiler

The new episode is a fantastic addition. It was challenging and had a nice selection of new MIDIs and monsters. I have a few nitpicks however. It is very disjointed in themes (see the E1M2 to E1M3 theme difference). The new enemies are fucking awesome and fill a niche I didn't even think about. Not only do they force you out of one position similar to an arch-vile, they prevent you from return to that position for a duration of time. I saw someone on twitter compare the new banshee enemy to a "nextbot" in Garry's Mod and I think that's a pretty accurate comparison, especially since they don't have any rotation frames. Another nitpick I have is the new  Cyberdemon variant, the Tyrant, is introduced at the final map instead of earlier on. The new weapons are definitely the highlight with the flamethrower being my favorite weapon to use. The BFG replacement, the Calamity Blade, is fun to use but I seem to have trouble with vertical auto-aim for it. The sprite for it also isn't the best looking, as it is very easy to tell that it is two toy pistols photoshopped together.

Edited by ZeMystic

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Posted (edited)
6 minutes ago, Trov said:

I'd say it sort of is because the port allowed them to be uploaded in the first place. The requirements to upload a WAD in the game could be made more strict without requiring any more work from a moderation team.

 

For instance requiring some amount of levels to be beaten by the player before the game will allow uploading that WAD. Mario Maker uses this technique to ensure that all uploaded content at least passes the bare minimum of being playable.

 

It's already supposed to at least make sure the WAD doesn't crash the game but that doesn't seem to be working at all given Hexen got uploaded.

It is limited to boom mbf etc so no zdoom etc

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Posted (edited)
3 minutes ago, julz_d said:

It is limited to boom mbf etc so no zoom etc

do they really read that before uploading? they're trying to fit a square peg into an obscured hole, adding a label saying "this is a round hole" won't stop em all from trying

 

EDIT UNRELATED: also, can uploaded wads include both midi and ogg recordings? asking because it could be helpful for people that make midi packs and/or actually give a damn about uploading

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Turns out bossactions with stock enemies in the UMAPINFO DO work. I have uploaded Community Chest 2 Remix, and taking a leaf out of Skillsaw's book, added the official part in the name. For some reason though, the uploader name is itchysentinel69340. But I can officially confirm that I am indeed itchysentinel69340 on there, anyone know how to get my name changed on that part? I've already set my Bethesda username so I can't see why it's different.

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this port isn't perfect but I enjoy it mainly for an easy option for setting up multiplayer, vsync makes the mouse feel floaty but thankfully that can be turned off of course, had to add a few things in the launch options cause for some reason the port had frame stuttering issue for me but thankfully I found a fix. only thing I wish they added was maybe coop arrows or an option for that so your partner doesn't get lost, but at they show up on the map so my mates don't loose interest like they did with quake 1 

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10 hours ago, Doomkid said:

 

 

Any word on when/if it will be possible to host DM games using custom maps? While the included ones are great, the ability to load custom stuff for DM would keep this new wave going a lot longer :) Would love to hear what's the situation there, if future DM maps will need to be approved, or just what's the situation there in general.

 

 

This is the question i want answered as all its really missing is the ability to do a load order and host custom games online with wads of your choosing.

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Posted (edited)
10 hours ago, Doomkid said:

Any word on when/if it will be possible to host DM games using custom maps? 

 

This port actually allows you to play DM with maps passed in via -file.  Everyone has to do it, and there's obviously no crossplay, but it should work.  Can't speak to any future plans, obviously, but this should work today.

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I don't know who was with the problem with the bluethoot devices with the problem with audio, but something like that happens with my SoundCore Q20, but also to many many others games, my solution with that problem it's too go to bluethoot devices, select the headphone, propierties, and deselect the one check with hand free audio.

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A BETHESDA.NET ACCOUNT ISNT REQUIRED TO PLAY MP FUCK YES

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1 minute ago, LexiMax said:

 

This port actually allows you to play DM with maps passed in via -file.  Everyone has to do it, and there's obviously no crossplay, but it should work.  Can't speak to any future plans, obviously, but this should work today.

Like I know in the quake remaster you can kinda do something similar to play add ons online as long as the host is on PC. 

 

Would be cool if official support comes for this though as it will infinitely expand the player pool

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@Edward850  not sure if you're the right person to ask, but how would one create an addon that has both midi files (D_? ) and accompanying vorbis recordings (O_? )

i'm thinking of porting the ultimate midi pack (with permission from @continuum.mid  , i'll be including the credits list and the cc license in the description) and i want to include both the midi files for the fm/gus synths and the sc-88 recordings available on the archive.org upload.

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Posted (edited)

Are wads able to disable the 20 lost soul limit? The limit seems to be set by default even for boom, mbf wads.

Having an OPTIONS lump with "comp_pain 0" doesn't have any effect and neither does a GAMECONF lump with "comp_pain 0" in the "options" field.

 

I think many have the same question for disabling monster falloff over ledges.

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14 minutes ago, ⇛Marnetmar⇛ said:

PRE-WARRENS LIVES

 

Screenshot_Doom_20240809_143903.png.d8941b86d637ed912936243af773f001.png

 

I'm getting liminal space vibes from this screenshot. I love it.

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Ok so now I have dwango5 activated but not sure how to host it on Xbox

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2 minutes ago, julz_d said:

Ok so now I have dwango5 activated but not sure how to host it on Xbox

WADs can't be hosted on multiplayer as of now.

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21 minutes ago, ⇛Marnetmar⇛ said:

PRE-WARRENS LIVES

Woooo 0.5 E1M1 is finally getting a treatment now!

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12 minutes ago, Lizardcommando said:

I'm getting liminal space vibes from this screenshot. I love it.

Have you tried Logos Anomaly?

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10 minutes ago, Midway64 said:

WADs can't be hosted on multiplayer as of now.

How about locally?

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Putting in my 50 cents here, it really is a great out-of-the box experience - it just works.

I would say the minimum spec on Steam is a disservice - I have it running here on Core I5-4590t, with Intel HD 4600. Flat 1080p60 on the DX11 driver. So this can run on a wild range of stuff.

 

I did notice a bug: The crosshair at times may flicker a green square to the left of the screen. I have to assume this is Intel's driver, but i just wanted to let everyone know.

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Posted (edited)

Having problems with my custom wad (again :\) I put custom sounds in (there Doom format) , A few custom textures , a title patch , And my custom Wolfenstein SS sprites (which do include rotations). It all works , but Idk if that's why the wall textures are all messed up and the map glitches?

The wad is listed under the name of 'Work Update' All help is appreciated...

 

P.S : somehow this is the wall texture being registered in my map now |: |

  

TITLEPIC.png

It's supposed to be this tho...

 

WOLF9.png

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Posted (edited)

I already said this on DB but I'll mention it here too.

I played some maps of 10x10 that someone uploaded and mostly had a lot of fun playing it on my PS4. I didn't run into any trouble with map errors but there were some wonky enemy behaviors that in some cases drastically changed the gameplay. 

Enemies, if damaged, often gained the ability to simply walk off ledges. That means turreted enemies leaving their post and enemies not obeying the layout of the arena. 

 

Sorry for just recording the TV screen, I didn't care to create a Twitter account just to have somewhere to post the PS4 capture

Spoiler

 

In this short clip, you can see two revenants and one hell knight engaging in the behavior. The ledges here are short but I saw enemies do this from much higher. 
 

The teleporter traps at the ends of MAP04 and MAP05 were straight busted because half of the enemies that teleported in seemed to be lobotomized by their subatomic journey... Half of them would just ignore doomguy and go hang out in corners of the arena and hug the wall. A good portion would also not leave the teleport destination, blocking many of the other monsters from coming through. 

 

Spoiler

 

If you've played this map, you know this area should be chock full of enemies and those enemies should, you know, want to attack doomguy.
 

I don't know yet if this is a problem that occurs in the official wads or just PWADs but I just wanna put it out there. 

I think it's awesome that console players have been given access to our community, this would be a great way to introduce my little brother to PWADs, but I hope some of these compatibility quirks can be ironed out.

Edited by lunchlunch

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Do you think that when id was planning this new Doom port they discussed using Boom until Xaser suddenly materialized in their meeting room to tell them about MBF21?

 

I do love MBF21 though and I hope this leads to more adoption.

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22 hours ago, bjh13 said:

 

So there seems to be some confusion here. "Doom" as an project was never completely under an open source license. The Linux Doom port was open sourced back in the 90s, which is what all of our modern source ports descend from. Most of the other Doom ports that existed were still commercial, including the DOS release and the Windows one, their source was never released and to this day would still be proprietary. There have been closed source commercial releases of Doom, living simultaneously with the source ports, for decades.

 

This new release isn't doing anything license wise the Unity release didn't do back when it was just Bethesda owning Doom, or the Xbox release that came with Doom 3 back when id was still independent.

 

Doom has not been newly made closed because the commercial release has always been closed. [...]

I've dropped it here since it seems like no one else is very interested in the subject, but I do take issue with this since it goes to the crux of where I'm coming from.

 

The distinction you're making doesn't materially matter.  The DOS and Windows releases would've only differed in OS interfaces, which (a) were specifically isolated from the rest of the codebase, (b) would not be used in a modern Windows release, (c) were obviously recreated by third parties without fundamentally altering the game, and (d) were only not released due to happenstance anyway:

Quote

The bad news: this code only compiles and runs on linux. We couldn't release the dos code because of a copyrighted sound library we used (wow, was that a mistake -- I write my own sound code now), and I honestly don't even know what happened to the port that microsoft did to windows.

That's Carmack, in the Linux Doom README.

 

So I don't agree that the commercial releases were meaningfully different.  The open source release we got was the last release of Doom — Final Doom support and all — and it just happened to be for a platform that didn't also get a commercial release.  Doom's legacy, the final state of its codebase for many years, was as an open source project.  That was even still true for 1.11, the Doom Classic release in Doom 3 BFG.  (The intermediate console-only releases would have, as noted earlier in the thread, been contractually unreleaseable.)  That means Doom was as open source as legally possible for twenty-two years — 1997 to 2019 — until Bethesda acquired it, made significant changes to the engine for the first time in decades, and made binary releases without accompanying source code.  Therefore, they bought an open source project and made it proprietary.  This is not a wild reach on my part; it is what happened.

 

I'm aware they behaved the same way with the Unity release.  That sucked, too.  It also sucks now.

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10 minutes ago, Sikreci said:

Do you think that when id was planning this new Doom port they discussed using Boom until Xaser suddenly materialized in their meeting room to tell them about MBF21?

 

I do love MBF21 though and I hope this leads to more adoption.

MBF21 specifies monsters walking off ledges to be off by default....

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1 hour ago, ⇛Marnetmar⇛ said:

PRE-WARRENS LIVES

im not sure what does that mean

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