cybdmn Posted August 10 2 minutes ago, Burgish said: From the look of it everyone is expecting to adopt the new version, lots of big content makers are already dealing w conversion issues, and in the MB24 thread someone even says "I can't believe there are new vanilla monsters". Who is someone? Really, this new stuff is not in any wad replacing any of the classic wads. These new monsters aren't even defined in the exe, from what i have read, these are implemented by dehacked. So how can they be "new vanilla monsters" in the same manner as the vanilla monsters? Whatever you create, you will never be able to test it against everything created using the modding possibilities in MBF24. 3 Share this post Link to post
LukeGaming Posted August 10 (edited) On 8/8/2024 at 6:32 PM, AtimZarr1 said: collaboration between id Software, Nightdive, and MachineGames On 8/8/2024 at 6:32 PM, AtimZarr1 said: new enemies and weapons I saw new weird sprite in here and I thought that someone just posted their custom stuff for realm667 by mistake, only to find out this. (technically) Official new weapons and enemies for classic doom, never thought I'd see the day, genuinely made me soyjak in front of my computer like this: On 8/8/2024 at 7:14 PM, Scorcher said: ...and now I have even more stuff to update for hybrid monsters and that crappy gameplay mod that I made... 1 Share this post Link to post
LuciferSam86 Posted August 10 1 minute ago, LukeGaming said: I saw new weird sprite in: https://www.spriters-resource.com/ms_dos/doomdoomii/ and I thought that someone just posted their custom stuff for realm667 by mistake, only to find out this. (technically) Official new weapons and enemies for classic doom, never thought I'd see the day, genuinely made me soyjak in front of my computer like this: ...and now I have even more stuff to update for hybrid monsters and that crappy gameplay mod that I made... AFAIK the license for new stuff doesn't allow it to be used outside LoR 1 Share this post Link to post
Terrcraft Posted August 10 5 minutes ago, cybdmn said: Who is someone? Really, this new stuff is not in any wad replacing any of the classic wads. These new monsters aren't even defined in the exe, from what i have read, these are implemented by dehacked. So how can they be "new vanilla monsters" in the same manner as the vanilla monsters? Whatever you create, you will never be able to test it against everything created using the modding possibilities in MBF24. from documentation for id24, id24 expands the thing index table in the negatives and puts the legacy of rust stuff there. so its additions will not be overlapped on anything so functionally yes, base id24 has these added in the negative thing index. 1 Share this post Link to post
Terrcraft Posted August 10 2 minutes ago, LuciferSam86 said: AFAIK the license for new stuff doesn't allow it to be used outside LoR it is allowed to be used, you just need to load resource wads along side it 0 Share this post Link to post
Xeogred Posted August 10 This is awesome, as long as the old Doom II listing remains accessible. I get lazy and hate setting up all the modding I do for it haha. Definitely going to check this out and Legacy of Rust soon. I really enjoyed the new episode they made for Doom 64, Quake, etc, they've been on a roll with these. 0 Share this post Link to post
LuciferSam86 Posted August 10 1 minute ago, Terrcraft said: it is allowed to be used, you just need to load resource wads along side it Sorry, wrong statement. I meant you should not allowed to rip the resources and use them in your projects. 1 Share this post Link to post
LukeGaming Posted August 10 2 minutes ago, LuciferSam86 said: AFAIK the license for new stuff doesn't allow it to be used outside LoR Uh, that sucks. Will it really stop anyone from using/modifying it though? Some of these are beta sprites and people have been using them for years in all sort of ways. 0 Share this post Link to post
SSGmaster Posted August 10 2 hours ago, MrGigglefingers said: Nothing here is any harder than Plutonia lmao. Skill issue. You've clearly haven't finished it, E2M6 and E2M7 are both harder than anything from Plutonia imo. And yeah I agree E1M6 suck and I think it's because the flamethrower is unbalanced. It doesn't do enough damage compared to the amount of ammo it uses so I was often stuck with no ammo (I pistol started every map) wondering how I could get past the enemies. I ended up walking in the lava to lure them away from where I needed to go so I could finish the map. 0 Share this post Link to post
LuciferSam86 Posted August 10 Just now, LukeGaming said: Uh, that sucks. Will it really stop anyone from using/modifying it though? Some of these are beta sprites and people have been using them for years in all sort of ways. I mean, some netiquette could help. Maybe the already-known beta sprites are not? I don't know, I would wait a while to see how things go. For a free project maybe Bethesda will not stop you, when they see you're making money from them they will send their lawyers. 0 Share this post Link to post
LukeGaming Posted August 10 2 minutes ago, LuciferSam86 said: For a free project maybe Bethesda will not stop you, when they see you're making money from them they will send their lawyers. Yeah, I really doubt that they'll shoot anything down nintendo-style unless you try to monetize it somehow or repost entire WAD 1:1. 0 Share this post Link to post
bobbie424242 Posted August 10 (edited) Anybody noticed that LoR has a test map whose description is "Test Map Please Ignore by nobody, this map just appeared out of thin air like a ghost" ? It contains a room with all kind of switches and other props and a "zoo" room with all the new monsters. map map99 to check it out. 1 Share this post Link to post
Agent Slacker Posted August 10 1 hour ago, Jayextee said: Yo can anyone report on this and Steam Deck (apologies if it's been answered already, there's 30+ pages to read here)? I was sorta thinking about getting the now-delisted classic DOOMs for my deck; was weird to see Ultimate DOOM "unsupported" and DOOM II "verified" when I thought they were essentially the same thing? Anywho, this new package appears to have inherited Ultimate DOOM's "unsupported" status and I was wondering about that, especially since I'll be on a short holiday for a bit soon and some Deck DOOM achievement chasing would be a nice thing to do in my downtime. Half the fun of the Steam Deck is installing stuff and seeing what works. But to answer your question, new port works perfectly on Deck (it helps that Nightdive actively support Proton). Runs smooth as butter, great battery life (better than the Unity port in fact) and, it addresses 2 of my biggest complaints: wonky aiming with the analog stick (still not what was on the 360 port but it's still leagues better than the Unity port) , and support for simultaneously using a controller and a mouse, so I can finally play these ports with gyro aiming on my Steam Deck and Steam Controller. 1 Share this post Link to post
Sneezy McGlassFace Posted August 10 8 hours ago, smeghammer said: The 'compatibility' option doesn't exist on a Windows install, but does on my Linux (Ubuntu) install. I wanted to play Serious Sam 2 (IIRC) and fiddling about with the options here now means that the option to install (many actually) games is now present - rather than the unhelpful 'Windows only' message: cool! I was running the new exe through wine, and it worked fine. Can't tell if the online stuff works that way, I didn't try that. I'm gonna try this later 1 Share this post Link to post
Muusi Posted August 10 3 minutes ago, ebrl said: I won't pretend I've read through the entire 34 pages of reactions, but given the small sample of what I did read, boy, there are a lot of overreactions. Worse comes to worse and the new official port simply lives in its own corporate-enforced bubble for people who can't figure out how to download a wad from idgames, with essentially zero practical impact on anything that anyone in here was doing before. Which is, you know, pretty much the exact situation that existed before. Way more people get to enjoy kickass community content this way. This is by far the best official way to experience Doom now. 7 Share this post Link to post
Buckshot Posted August 10 (edited) 51 minutes ago, Kinsie said: Because they go through a buttload of bureaucracy to justify it to the German classification authorities. A dumb easter egg level in a reissue of a decades-old game is a bit larger an ask. Yes and no. The DOS versions still have the original assets, and that's as far as leniency goes. Fair enough. Just understand I'm the type of person that gets saddened when they remastered and did all sorts of digital additions and removals from the classic Star Wars trilogy and set those as the new standard for future releases. All about preservation of the arts as it was originally displayed. I know, I know. Times change.... but still wish the was toggeable options for enabling unmodified content in these releases. 8 Share this post Link to post
TheSwordman Posted August 10 Did anyone else had an issue with sound effects cutting off? 3 Share this post Link to post
Jayextee Posted August 10 30 minutes ago, Agent Slacker said: But to answer your question, new port works perfectly on Deck (it helps that Nightdive actively support Proton). Runs smooth as butter, great battery life (better than the Unity port in fact) Yo, thanks so much. I'm not really one for gyro aiming (but as a console player for literal decades I'm not entirely bad with controller) but yeah, this is great news. Might have to check the pennies and snag it in the week. :) 0 Share this post Link to post
jmpt16 Posted August 10 (edited) I'm sure this question has already been answered, but is GZDoom (or any other source port) compatible with Legacy of Rust/ID24? Edit: nevermind 0 Share this post Link to post
scalliano Posted August 10 LoR2M1 and the bullshit continues. I was always anticipating that after NRFTL that backpacks would be banned from any and all future official maps, but constantly having to run away because I'm faced with multiple Vassagos whilst never carrying ammo above single digits is getting VERY goddamn old. This is like playing Alfred.wad with better graphics. 0 Share this post Link to post
S3M_XM Posted August 10 I've suddenly realized of what causes the backpack bug not doubling ammo capacity. If I progressed to the next level with the pistol start setting, picking up a backpack doesn't register, but if I die and respawn from the beginning of the level registers the backpack doubling ammo capacity. 4 Share this post Link to post
Muusi Posted August 10 (edited) Anyone have controller vibration working in the Steam version? At least on my Dualsense I don't get any vibration at all. Tried enabling Steam Input and disabling but that didn't work. EDIT: by emulating an Xbox 360 controller the vibration works. 0 Share this post Link to post
LexiMax Posted August 10 (edited) 15 hours ago, infrawash said: so... that means, that odamex, zdaemon, doom explorer and more port who have online integrated are going to die? hope no I don't think so. I think that it's amazing that there is an official version of Doom with decent multiplayer. That being said: There are no dedicated servers. One of the players acts as the host, and that means someone will always have a host advantage. Not everything about the player is predicted - there is a noticeable delay when shooting your weapon, for example. There are many game-modes and mods that are supported on the open-source ports that simply don't exist in the re-release. There's no TDM, no CTF, no Horde, or similar. Overall, I think it's good to keep in mind that official releases of Doom are products, while source ports are hobbies. Products are eventually considered "done" for boring business reasons, while hobbies can be continued so long as the people involved have the time and inclination. Edited August 10 by LexiMax 12 Share this post Link to post
RottingZombie Posted August 10 My only complaints so far are: sound issues (cutting off, or not hearing item pickups) no respawning items/ammo in coop (unless i missed the option) Small complaints compared to how much I love this port. Now i have a good option for playing Doom on switch / deck / xbox in the living room, in addition to PC. I had always wondered, after playing the unity port, why there wasn't online multiplayer. And now there is. This and the quake remasters are freaking awesome. I get a lot of joy rooting through all the options they provide for tweaking, in addition to playing the games. Thanks so much to the developers and I'm happy the owners of the I.P. are keeping Doom alive in an official capacity. 3 Share this post Link to post
Edward850 Posted August 10 3 minutes ago, RottingZombie said: no respawning items/ammo in coop (unless i missed the option) Doom never actually had this, only deathmatch did. I'm mulling over if it's possible to do item instancing instead which would be a better option and fit the game mode more. 11 Share this post Link to post
cybdmn Posted August 10 11 minutes ago, Edward850 said: Doom never actually had this, only deathmatch did. I had some coop action back then via a nullmodem cable, when i played coop on a modern source port i was surprised by the respawning stuff. I think it was on skulltag or it may have been zdaemon, but it made coop actually much more easy. And now people are disappointed that this feature isn't included. Kind of funny. 0 Share this post Link to post
Muusi Posted August 10 Would it be unreasonable to ask for a toggle in the sound menu that would switch between original and PSX/Saturn sound effects? Those aren't under some copyright, right? Or would that just mess up everything with mods that use custom sounds already? 2 Share this post Link to post
Edward850 Posted August 10 (edited) 6 minutes ago, Muusi said: Would it be unreasonable to ask for a toggle in the sound menu that would switch between original and PSX/Saturn sound effects? Those aren't under some copyright, right? Or would that just mess up everything with mods that use custom sounds already? Unsure about the copyright of them, but they are explicitly built around reverb flags the Doom format maps don't have. 0 Share this post Link to post
profileninja Posted August 10 Let me preface this with the obvious disclaimer(s): you are running a security risk if you are using an unsupported Operating System. Steam itself no longer actively supports Windows 7 (although its many game pages still list Windows 7 as a minimum requirement or compatible). For technical reasons, Nightdive probably completely ignored Windows 7 because of these (and the comparatively small user-base still running it). But just as a heads-up, this update does break Windows 7 compatibility for anyone still on the Operating System. Thankfully, Steam has the option (for now) to allow you to redownload the last version (Unity 2019) released and this still works. Just wondering if there is any concern regarding Windows 7 or if it will be up to the community to figure out whether or not a fix/compatibility shim is possible. 0 Share this post Link to post