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AtimZarr1

Classic Doom - New Update on Steam

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Posted (edited)

I don't know where to ask this: If I switch the id1.wad of Legacy of Rust out for multiplayer, and someone else does the same thing, can we play Eviternity online together through Steam? Anyone wanna do this with me if it works? I was able to launch a multiplayer game this way, but I don't know if anyone can join. 

 

Edit: It seems Steam recognizes that the wad isn't original and so won't list matches for id1.wad. Also, no one joined my game, so I have a hunch it's not listed if the hash doesn't check out. Oh well.

Edited by sudo nim

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On 8/8/2024 at 6:52 PM, ShallowB said:

 

 

Only for online multiplayer and the mod browser. Which honestly seems kind of reasonable considering Bethesda are the ones putting the work in to make that happen.

+ a Steam account or

+ an GOG-Account. Only the GOG-Galaxy installer-version is online-capable. GOG's offline insteller is  -eh- offline only.

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2 minutes ago, Terrcraft said:

did anyone else get a patch around 100kb on steam? i just did.
714776170_Screenshot2024-08-22121841.png.be09cd8d8f7452f23c9c1c7002354191.png

So did I, but it didnt seem to fix any of the bugs (at least the ones I recognized), maybe something related to steam?

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Posted (edited)

I think it's more of an update from Bethesda? As I got a doom eternal update at exactly same time on my ps5.

 

Update on mine was 125mb. Unsure what's it's actually done as yet.

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Only thing this new update has done that I can find so far is while viewing mods the "total subscribers" always chosen so sigil 2 is at the very top every time you load the browser.

 

Ah well, least it's something. There may be more however but that's all I can muster up.

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The backpack glitch when you choose the always pistol start modifier is still not fixed.

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The update notes only mention changes relating to interacting with the Bethesda.net backend, it does not seem that any other bugs have been addressed.

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I can confirm it did the same thing to me when I tried to add Batman Doom to my bnetwads folder and it deleted it upon launching the game.

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this port adds an ending intermission text screen to the master levels. haven't seen anyone notice this.
1247680994_Screenshot2024-08-22211436.png.e32b161ae61d74e6a5809090046eb268.png

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10 hours ago, Terrcraft said:

did anyone else get a patch around 100kb on steam? i just did.
714776170_Screenshot2024-08-22121841.png.be09cd8d8f7452f23c9c1c7002354191.png

 

They've added patch notes. There are two items:

  • Shader pre-caching update
  • Game content

Not terribly informative.

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18 minutes ago, flamepanther said:

 

They've added patch notes. There are two items:

  • Shader pre-caching update
  • Game content

Not terribly informative.

Hopefully some more id Vault thing?

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Posted (edited)

I'm not sure if this is a good place for something like this, but I found these in the Cutting Room Floor about Doom:

Quote

The chain gun has an unused function that it was going to play the pistol shoot sound but in a higher pitch.

Quote

DSSWTCHX, as the name implies, is supposed to play when turning off a switch. However, due to a coding oversight, it never actually plays in-game and is only used when closing the menu. This is still the case for Final Doom and Doom II.

I wonder if Night Dive achknowledges these, and would do something about them in the next update. They seem to like restoring unused content when it comes to their recent re-releases.

Edited by Panzermann11

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Posted (edited)

They need to revert the manually added wads being auto-deleted change. Just found this out with this new recent micro update.


This is awful. Not a good look.


They either lazily implemented the change to make sure that if a mod got reported or taken down by the creator, removes the ability to delete the Wad from the Mods -> Play menu or because they want to have control over people's Wads and only want you to play approved mods that go through the filtering process and if they feel like removing a Wad because it's offensive/gets reported... that has nothing to do with me.... which is asinine. 

I'm going to assume that if a Mod becomes unavailable in the Mod Browser... that it will treat a previous downloaded Mod from it as a custom/manually added Wad.


Don't touch my Wads. Especially if they are nowhere to be found in the Browser and I went out of my way to add them in manually myself... especially in edge cases that a Wad is more updated & less broken than the one being hosted in the Mod Browser. This is a bit too far of an overreach.


If it's the former with the lazily implemented way to delete mods that you can no longer unsubscribe from, they should simply let you delete mods manually from the Play menu under Mods... instead of relying on the Mods page being up to Unsubscribe which is currently the only way to delete Mods in-game... which for PC, kinda of a non-issue... can manually delete it yourself from the bnetwads folder, but consoles is another Story.

This isn't a good competent solution. 


Give us a manual delete/unsubscribe button that does both from your offline Mods -> Play menu.

I'm hoping this recent update is considered to be a big oversight.

Edited by Kaneco

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Guys whats going on wads are dissapearing from my list even the featured mods like sigil 2 syringe rekkr etc they just not in my list of wads no more even to im subscribed, redownloading does nothing even reinstalled the game, help? 

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Did Romero transfer the rights for SIGIL 1? The SIGIL logo is usually accompanied by the trademark symbol (see here), but the Steam store page suggests all of the base content for DOOM I+II belongs to ZeniMax ("(c)/tm 1993-2024 ZeniMax", see here)

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7 hours ago, Doomguynl said:

Guys whats going on wads are dissapearing from my list even the featured mods like sigil 2 syringe rekkr etc they just not in my list of wads no more even to im subscribed, redownloading does nothing even reinstalled the game, help? 

That's odd because Sigil 2 was still downloaded for me.

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The Master Levels skybox textures all being changed to the starry sky textures seen in John Anderson's levels seems to be an error, and not changed for consistency. One of the developers behind the port said in Nightdive's server that they don't know why or how that happened.

 

2024-08-24_17-42.png

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Rough to say but I think aiming for community mod support was a mistake for this port. While it's cool to be able to play mods beyond the Bethesda-approved handful of WADs on console, it feels like the attempt to make it Boom compatible and mark it as such at launch while still half-baked is causing issues with the modding fandom and the desire to be as vanilla as possible is hindering the possibility of fully flexing the benefits of Nightdive's ports; putting Doom 1 and 2 into a single release and labeling it as such practically begs for an official combined campaign mode and a PSX Doom mode like their Quake 64 and Quake 2 64 modes in their prior ports. The IDKFA soundtrack option is super cool, but so far this version has been a disappointment. Hopefully both the cosmetic and gameplay-impacting bugs get fixed; that said, the way the launcher is set up makes me feel like a new or restored combined game experience is unlikely.

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They did tell us it wasn't finished, due to Quakecon. I can understand wanting to release it with some fixes needed and give us an idea of how awesome it's going to be, rather than missing entire features and staying quiet about them.

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Did you forget just how horrible the Unity port was when it launched a few years back? It was a complete disaster for several months before they got it into a remotely playable state. I'm sure Nightdive is going to come through with fixes and updates much faster than Nerve did last time around.

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Kex Doom will get some patches just like Quake 1 & 2 did. It's just a matter of time and resources. I'm curious to know how many people work at Nightdive come to think of it. From what I know, it's a pretty loosey goosey organization in comparison to most big developers 

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Posted (edited)
4 hours ago, Alia-of-AGL said:

Rough to say but I think aiming for community mod support was a mistake for this port. While it's cool to be able to play mods beyond the Bethesda-approved handful of WADs on console, it feels like the attempt to make it Boom compatible and mark it as such at launch while still half-baked is causing issues with the modding fandom and the desire to be as vanilla as possible is hindering the possibility of fully flexing the benefits of Nightdive's ports; putting Doom 1 and 2 into a single release and labeling it as such practically begs for an official combined campaign mode and a PSX Doom mode like their Quake 64 and Quake 2 64 modes in their prior ports. The IDKFA soundtrack option is super cool, but so far this version has been a disappointment. Hopefully both the cosmetic and gameplay-impacting bugs get fixed; that said, the way the launcher is set up makes me feel like a new or restored combined game experience is unlikely.


It is not a mistake, and we shouldn't throw it all away and hurt the console players that benefit from this... just because in its current form it's half-baked. The attitude should be that they should have gotten it right before being ready to release it... but now that it is out. The attitude should be to fix it until it is ideal, if they care to have a quality product that everyone can enjoy... and with long replayability because of community content that all can enjoy in an official capacity, hassle free.

Mod Browser in terms of content is infinitely better and has more potential + benefits for all players than just a Quake 64 & Quake 2 64 official mod and call it a day with nothing else. In fact we already have PSX Doom maps in Mod Browser... and more mods that would surpass & replace any official simple post-release extra modes or official mods can hope to deliver in the future. I don't need to say more.

Best solution going forward is for them to continue improving what's already there until it's in its most ideal state with as many options as possible.

If they want to do complex mods that go beyond Wad capabilities like a full PSX Doom campaign, that also has the lighting effects of that port + music & more... those would be nice extras, but they shouldn't be a trade-off/exchange/replacement for what's clearly better long term... it should be in "addition".

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Posted (edited)
4 minutes ago, Agent Strange said:

Kex Doom will get some patches just like Quake 1 & 2 did. It's just a matter of time and resources. I'm curious to know how many people work at Nightdive come to think of it. From what I know, it's a pretty loosey goosey organization in comparison to most big developers 

They got bought by Atari last year so they might have more resources now than in the recent past. 

 

Kind of a full circle moment: console Doom began with id porting the game to the Atari Jaguar themselves, and now an Atari-owned studio is responsible for the latest port of Doom on consoles.

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5 minutes ago, Kaneco said:

In fact we already have PSX Doom maps in Mod Browser...

I gotta check it out sooner or later!

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3 minutes ago, taufan99 said:

I gotta check it out sooner or later!


https://mods.bethesda.net/en/doom_doomii/details/ed91c7dd-f74d-4d16-8fe6-dc1827952508/PSXVanilla_DOOM

https://mods.bethesda.net/en/doom_doomii/details/76af6cd8-67b2-4519-93a5-bd695f4520b5/PSX_Doom

Here you go.

I believe one of them may have the maps exclusively as a separate episode in Doom 1, labeled PSX Doom or something along those lines.

There may be better PSX Doom Wads out there that you could sideload (if you don't want to do PsyDoom) if you're on PC... if you're console, well... these are your options and whatever gets added later to Mod Browser by others. lol!

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I asked this on the bugs thread but that was the wrong thread to ask. Does anyone know what kind of "fuzz" effect this new port is using for spectres / invisible players?

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10 hours ago, HarperMeows said:

The Master Levels skybox textures all being changed to the starry sky textures seen in John Anderson's levels seems to be an error, and not changed for consistency. One of the developers behind the port said in Nightdive's server that they don't know why or how that happened.

 

2024-08-24_17-42.png

 

It cant be an error, since ive poked in the wad to see exactly how it was setup, the skies are deliberately set in UMAPINFO to use SKY1 2 and 3 for very select levels, and thats what the starry skies are set as. It was likely intentionally done to be like the PS1 Master Levels, where a lot of them did have the starry sky. Its not just one starry sky either, the differences are small, but in Master Levels on PC, there was always three seperate starry skies, and all three are designated with meaning in that UMAPINFO.

...but we'll see down the line.

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