Edward850 Posted August 11 Just now, Wadmodder Shalton said: Since early 1994 wads like NJDoom were recorded on versions before 1.9 That's not even remotely a connection. Why would this port, now, emulate an older version of Doom it doesn't even have the iwads for? 4 Share this post Link to post
Lyn Posted August 11 Probably a dumb question, but has anyone experimented with loading multiple .WADs at a time or anything on that spectrum? I've been trying to figure out if it's possible to get SIGIL to play with the Buckethead soundtrack if it's possible to do at all in this port. I've also tried combining sigil_shreds into the main .wad with SLADE but no OST loaded at all, but it's very likely I may have also just done it wrong. 0 Share this post Link to post
geassguy360 Posted August 11 15 hours ago, Trov said: I've confirmed it isn't due to 1440p. The same happens at 1080p, 720p, etc. It's the weapon sprite's alignment or scaling within the virtual 320x200 screen that must be off by some tiny amount, and gets better off with higher and higher resolution scales. So that's why there's that obnoxious tiny little gap at the bottom of some guns when the hud is set to 11. 0 Share this post Link to post
Faceman2000 Posted August 11 2 hours ago, Doomkid said: You're one of the very people who has done this in the past, lol Also there's also a pretty clear moral distinction between sharing used sprites (from doom2.wad) and unused assets, in my opinion. The fact that he has done it and the past and now advises against it would indicate something has changed, no? These are no longer “unused assets” - the ones previously unreleased are being sourced from a paid product, and those assets are by definition used in that product. I hate to be argumentative, but it’s unfair to call him hypocritical. The previously released asset packs still exist, and the request is simply to not post all of the newly released assets outside of the new release right now. You’re still allowed to use them and such though. It’s very reasonable, in my opinion. 1 hour ago, kevansevans said: I’ve reached out to my Bethesda contact to let them know the modding community here is looking for a formal legality statement on the new content. This is not a promise that we’ll get a response, nor is it confirmation/denial of if we can use the assets and we just have to wait for the statement. But if I do get one, and if I’m allowed to share, I’ll share it here as soon as I can. Asking a lawyer for a technical legalese answer is likely not in anyone’s best interest. id and its parent companies have always taken a laissez-faire approach to how the community uses its assets; asking a lawyer to specifically to give written permission for that is totally another thing. The project leads have stated that the assets contained in idres.wad are free to be used, so long as the whole thing isn’t distributed (just the same way we treat the iwads); let’s leave it at that and not force a lawyer to ruin the fun. 2 Share this post Link to post
flamepanther Posted August 11 34 minutes ago, Lyn said: Probably a dumb question, but has anyone experimented with loading multiple .WADs at a time or anything on that spectrum? I've been trying to figure out if it's possible to get SIGIL to play with the Buckethead soundtrack if it's possible to do at all in this port. I've also tried combining sigil_shreds into the main .wad with SLADE but no OST loaded at all, but it's very likely I may have also just done it wrong. This port seems to handle alternate music lumps a little differently in order to support multiple alternate OGG soundtracks in the same wad file. I haven't tried to get Shreds working yet myself, but you might need to rename the music lumps a certain way. Check inside extras.wad to see how the KEX port's official OGG soundtracks are named. 1 Share this post Link to post
Donowa Posted August 11 (edited) 1 hour ago, flamepanther said: This port seems to handle alternate music lumps a little differently in order to support multiple alternate OGG soundtracks in the same wad file. I haven't tried to get Shreds working yet myself, but you might need to rename the music lumps a certain way. Check inside extras.wad to see how the KEX port's official OGG soundtracks are named. there's also a lump called TRAKINFO, where a midi/mus lump's SHA1 checksum is matched to both a remix OGG and an original OGG. by editing it, i was able to make the ultimate midi pack use the SC-88 recordings for all 40 tracks defined in the UMAPINFO. Edited August 11 by Donowa 5 Share this post Link to post
Scuba Steve Posted August 11 Hay everyone! If you're browsing the community wad store and see anything by Doomkid- or Doomkid92, our very own @Doomkid is painstakingly uploading as many great works as possible ensuring each one works properly and includes correct attribution... Make sure you like every one! 34 Share this post Link to post
TMMMS Posted August 11 so i meant to ask this in doomkids thread about unused assets but said thread seems to be gone what exactly were the doomguy variants for? i know doom was originally supposed to feature different playable characters but i thought it was gonna be like what we got in rott - with each character having its own unique bio and stuff - and not just blackface doomguy or doomguy with different haircuts was it supposed to be a multiplayer avatar kind of thing? 1 Share this post Link to post
Antkibo Posted August 11 Is anyone having trouble login in in the GOG version? It crashes the whole program. 1 Share this post Link to post
Andromeda Posted August 11 22 minutes ago, Antkibo said: Is anyone having trouble login in in the GOG version? It crashes the whole program. Yeah, you have to install GOG Galaxy for it to work. Hopefully it'll be fixed soon... 1 Share this post Link to post
tatsu91 Posted August 11 1 hour ago, theCACO said: I know this comment is like 3 days old, but I agree. This morning I was just scrolling through the mod browser, and I keep seeing different users upload the same wads (like Alien Vendetta, NUTS, Valiant, MM, and Sigil. Why Sigil when we have one already). I would also like to see some moderation in the mod browser, because it’s going nuts lol. This is a major issue as it makes searching for stuff hard. Apparently their is a website which is far easier and user friendly to use which is what in game needs badly 2 Share this post Link to post
Oxyde Posted August 11 Interesting, not sure what causes the texture fuck-up since it doesn't happen on any other source port. 2 Share this post Link to post
WASFDDDDD Posted August 11 (edited) On 8/8/2024 at 9:38 AM, ShallowB said: Weird, Steam's telling me Doom 1 and 2 are no longer available to buy, but I can see the store page and it has indeed been updated with all those features! Doom 1 + 2 was released as an update for the Doom 1 Unity port, which means that you actually can't play that port anymore, to my knowledge. However, if you bought Doom 2 before this, it'll still be in your library, and to my knowledge it's still playable, though I don't know why you'd want to play that when you can just load up Chocolate Doom instead Honestly the Unity ports were only really useful as a place to still be able to get the original WADs legitimately before, so it's not really a significant loss that they're no longer available, especially since we now have this heavenly smorgasbord of a port that does all that and more P.S: One of the side effects of Doom 1 + 2 replacing the Unity port is that all the Steam achievements are rare rn, since that port didn't have achievements on Steam before Edited August 11 by WASFDDDDD 1 Share this post Link to post
Kroc Posted August 11 2 minutes ago, WASFDDDDD said: Doom 1 + 2 was released as an update for the Doom 1 Unity port, which means that you actually can't play that port anymore, to my knowledge. In Steam, DOOM 1 Unity can be accessed through the beta versions feature. In GOG, the Unity ports are separate, which now means I own DOOM many, many times on GOG :P 6 Share this post Link to post
Trov Posted August 11 51 minutes ago, Oxyde said: Interesting, not sure what causes the texture fuck-up since it doesn't happen on any other source port. It would help investigation if you mentioned what WAD/level it is 0 Share this post Link to post
Oxyde Posted August 11 7 minutes ago, Trov said: It would help investigation if you mentioned what WAD/level it is A WAD I'm working on that does not mess up with the original TEXTURE1 provided with Doom 2. You can easily replicate this by using STEP2 as a middle texture anywhere (that's what I did in this case). 0 Share this post Link to post
Trov Posted August 11 (edited) Ok, after a quick look at STEP2 I think they've already acknowledged this issue (it also affects Doom 1 E1 sky and the first door in Doom 1 E3M1). It seems to be that the areas of textures cropped out in TEXTURE1/TEXTURE2 get drawn anyway in some cases, sometimes overlapping the texture when repeating. Even DSDA looks like it has some funny behavior with that, you can see the top STARTAN-like part of that texture that should be cropped out is overlapping the bottom half of those midtextures. 0 Share this post Link to post
SaladBadger Posted August 11 I'm not 100% sure there is a stable definition for how 2s midtexture clipping works in any of the community editing standards. For demonstration purposes I made a wad that clips a little bit of one of the grate textures to be 32 pixels tall, and numerous ports clipped it differently. Vanilla as well as legacy Boom and MBF show the entire patch unclipped, but with the negative y offset also removed. KEX allows negative y offsets, but does not do clipping of the midtexture. GZDoom and Eternity allow the negative y offset, and clipped the patch to be identical to the view in Slade 3. Woof clipped it, but didn't allow the negative Y offset, and I suspect DSDA is doing the same or similar. Given the amount of different behaviors I've seen across updated ports, I wonder if a specific behavior should be codified in one of the standards at some point. The Doom 1 E1 sky and E3M1 door being messed up is just due to the game allowing negative Y offsets now. One of the perils of making more flexible behavior in new engines.. GZdoom and Eternity have code to work around the few textures that get messed up by that. Test wad attached midclip.zip 1 Share this post Link to post
Antkibo Posted August 11 1 hour ago, Andromeda said: Yeah, you have to install GOG Galaxy for it to work. Hopefully it'll be fixed soon... Thanks! 1 Share this post Link to post
Trov Posted August 11 (edited) 6 minutes ago, SaladBadger said: The Doom 1 E1 sky and E3M1 door being messed up is just due to the game allowing negative Y offsets now. It's not quite that simple. The texture is not actually shifted up or down at all. Instead the portion that is cropped out is drawn overlapping the bottom. So if the bottom 8 pixels are cropped out, those 8 rows get drawn over the bottom 8 rows of the 'inside' section of the cropped texture. I think in all cases this should be incorrect. Compare these screenshots of the E3M1 door of Vanilla vs ND. The Y position does not move. EDIT: Actually despite 8 pixels being cropped out, 4 rows are what are overlapping the non cropped part. So it gets even weirder. Edited August 11 by Trov 1 Share this post Link to post
Devalaous Posted August 11 1 hour ago, TMMMS said: so i meant to ask this in doomkids thread about unused assets but said thread seems to be gone what exactly were the doomguy variants for? i know doom was originally supposed to feature different playable characters but i thought it was gonna be like what we got in rott - with each character having its own unique bio and stuff - and not just blackface doomguy or doomguy with different haircuts was it supposed to be a multiplayer avatar kind of thing? Those variants are probably WIPs and concepts instead of different people. With the nerd one being an obvious joke :p (I want to see the nerd one expanded to a full face set) 2 Share this post Link to post
SaladBadger Posted August 11 the results of the STEP2 midtexture thing are consistent with it being unclipped and the STAR patch having a negative offset, but you are right in that the E3M1 door looks otherwise right except for the grab grid on the bottom sneaking up. Given that a fairly different pipeline is used for rendering 2s midtextures vs other textures, I assume the negative offset fix isn't 100% correct for textures drawn on 1S walls or the sky. time for more experiments I guess.. 0 Share this post Link to post
Trov Posted August 11 (edited) I guess if I were to pick a 'correct' way for 2s midtextures it would be to draw the full patch in vanilla/limitremoving wads, even inside the floor, and crop to the texture bounderies and crop it out of the floor in Boom and up wads. I know the vanilla behavior is used to make some cool tricks such as in KDiKDiZD, so vanilla authors expect it to be uncropped. But we also had mouldy himself reporting that it made a chair look funny and drawing inside the ground when he was trying out either Going Down or Overboard in this port. So I think boom authors expect them to be cropped. If that doesnt suffice, perhaps it could become specified as an option in the GAMECONF lump spec, so the wad author can choose at will. Edited August 11 by Trov 0 Share this post Link to post
Antkibo Posted August 11 (edited) On LOR's E1:M4 you can fall on this spot and get stuck. Spoiler 1 Share this post Link to post
Murdoch Posted August 11 4 hours ago, Wadmodder Shalton said: Since early 1994 wads like NJDoom were recorded on versions before 1.9 That would be a ridiculously enormous ask to support something that maybe five people would care about. If those demos mean that much to you, run those versions in DOSBox. 1 Share this post Link to post
Gez Posted August 11 38 minutes ago, Trov said: It's not quite that simple. The texture is not actually shifted up or down at all. Instead the portion that is cropped out is drawn overlapping the bottom. So if the bottom 8 pixels are cropped out, those 8 rows get drawn over the bottom 8 rows of the 'inside' section of the cropped texture. I think in all cases this should be incorrect. Compare these screenshots of the E3M1 door of Vanilla vs ND. The Y position does not move. EDIT: Actually despite 8 pixels being cropped out, 4 rows are what are overlapping the non cropped part. So it gets even weirder. I know ZDoom has had special code to fix some known bad textures. https://github.com/ZDoom/gzdoom/blob/c3853916e7dfb2786e8c27dbab70fe1fbedd8a74/src/d_main.cpp#L2903 0 Share this post Link to post
taufan99 Posted August 11 43 minutes ago, Devalaous said: Those variants are probably WIPs and concepts instead of different people. With the nerd one being an obvious joke :p (I want to see the nerd one expanded to a full face set) Same tbh. 1 Share this post Link to post
Trov Posted August 11 4 minutes ago, Gez said: I know ZDoom has had special code to fix some known bad textures. https://github.com/ZDoom/gzdoom/blob/c3853916e7dfb2786e8c27dbab70fe1fbedd8a74/src/d_main.cpp#L2903 Oh, good catch. I was looking at BIGDOOR7 inside DOOM2.WAD and didnt realize the DOOM.WAD one was different. That one does indeed expose 4 rows of the grid pattern inside the cropped boundary. So the ND port is ignoring the patch Y offset, but also overlapping that offset amount of rows at the bottom. 0 Share this post Link to post
star345 Posted August 11 This port runs fine on my gaming pc, but my laptop from 2008 only runs good at 640 x 480 60fps. Menu's on the laptop were very choppy, audio stuttering. Any resolution higher than 640x480 on laptop and the game plays slowly with skipped frames. Why does a game this old have to run like crap on older hardware in this 2024 release? 2019's Unity version works just fine on my laptop at 1440 x 900 60fps. 3 Share this post Link to post