Eurisko Posted September 9 (edited) 1 hour ago, eldomtom2 said: Is anyone else having an issue where monsters forget about the player when you load a save? YES!!! I saw this in ‘Legacy Of Rust’ on the ‘Soul Silo’ level. It started with a single caco but by the end in the exit room with the CyberDemons it was doing it. At least three of them forgot I was there. Havn't seen it since. 1 Share this post Link to post
Agent Strange Posted September 9 I've seen monsters get stuck on Archviles after getting resurrected. I also saw an unkillable Imp, but I don't know what caused it. 0 Share this post Link to post
Gez Posted September 9 (edited) Yeah, it's quite annoying. Monsters forget about the player and go back to idle (if not in an "alerted" sector) or forget about their current target and start attacking the player again (even if they were engaged in infighting before). In addition, in levels where there are voodoo dolls (such as in the LOR levels), the monsters will not target the player's actual mobj, but one of the voodoo dolls. You can even exploit that by save-scumming in LOR just to have the monsters forget about you entirely. Attack them, then dodge their counterattack with a save-and-reload. True save-scumming! Just now, Agent Strange said: I've seen monsters get stuck on Archviles after getting resurrected. I also saw an unkillable Imp, but I don't know what caused it. The unkillable imp might have been a ghost monster. 1 Share this post Link to post
Agent Strange Posted September 9 2 minutes ago, Gez said: The unkillable imp might have been a ghost monster. Oh yeah that's probably what it was. There was an Archvile in the area, so it adds up. 1 Share this post Link to post
LadyMistDragon Posted September 9 Yup, monsters forgetting was a serious problem in Dis Union. It was pretty funny to see them bunch up in a corner and move around but it was clear they had no idea who was around. You can also probably forget about infighting in those circumstamces. 0 Share this post Link to post
2mg Posted September 10 Is there a chance for texture filters to be implemented? Basic ones like bilinear/bicubic, or some of those retro smoothing ones? We got high resolution rendering, there's a Smooth Doom mod in the browser, but no way to load texture upscales. And for purists, they can always crunch it via options anyway. 0 Share this post Link to post
Edward850 Posted September 10 (edited) 10 minutes ago, 2mg said: Is there a chance for texture filters to be implemented? Basic ones like bilinear/bicubic, or some of those retro smoothing ones? Texture filtering is a GPU thing. That is not conventional to do with a software renderer, let alone with Doom's column texture formats. It also isn't how the art was ever meant to be presented, but that's kind of irrelevant given the whole software render thing. 7 Share this post Link to post
Kyle07 Posted September 10 Another point on Nightdive's DOOM remaster replacing Doom 1 on steam: I looked up and see that the nightdive remaster comes with the DOS version. But it is still inconsistent, because the unity port from 2019 is gone by this point. But there is still DOOM II on steam, which should have the 2019 unity port of DOOM II with the DOS version. 0 Share this post Link to post
D4NUK1 Posted September 10 36 minutes ago, Kyle07 said: Another point on Nightdive's DOOM remaster replacing Doom 1 on steam: I looked up and see that the nightdive remaster comes with the DOS version. But it is still inconsistent, because the unity port from 2019 is gone by this point. But there is still DOOM II on steam, which should have the 2019 unity port of DOOM II with the DOS version. If you have Doom II that's is not replaced because Doom 1 + 2 it's only one steamappid But. If you have this version only and want to try the old Unity version, you can roll back changes in the properties options in the steam library, select betas and look for the versión that should be on 2021 I believe. So you can have boths, but not at the same time. 1 Share this post Link to post
Edward850 Posted September 10 Additionally, all the DOS stuff is combined in the single D+D2 title on Steam, so you don't need to look at the other appids or the Unity versions if DOS Doom is what you're looking for. 1 Share this post Link to post
Kyle07 Posted September 10 Ahh didn't see that the 2019 version is under the betas, thx! Also good to know that all the IWADs are collected in the DOS package under D+D2. 0 Share this post Link to post
Gez Posted September 10 44 minutes ago, D4NUK1 said: But. If you have this version only and want to try the old Unity version, you can roll back changes in the properties options in the steam library, select betas and look for the versión that should be on 2021 I believe. So you can have boths, but not at the same time. On GOG, you get all versions as separate entries. Getting Doom + Doom II gets you that, but if you look in your library you'll see you also have Doom I Enhanced, Doom II Enhanced (those are the Unity versions), The Ultimate Doom, Final Doom, and Doom II + Master Levels (those are the original DOS v1.9 versions). 2 Share this post Link to post
MikeyNels Posted September 10 (edited) On 9/4/2024 at 1:34 PM, famicommander said: Cross platform online multiplayer and local splitscreen. And the new soundtrack. People underestimate the value of adding console players to the multiplayer pool. I know a small percentage of them actually own and play Doom online, but there are still literally hundreds of millions of Switch, PS4, PS5, XB1, and XB Series owners out there. That's a lot of new players added to multiplayer Doom that were previously going to have zero chance of setting up a source port for multiplayer. I can testify to this. I've been trying to get some old friends to play online co-op doom for quite some time, but most are primarily console players who only play PC games through Steam so to them its never been worth the hassle. After I told them the new port was on Game Pass with crossplay, I was able to convince them to a 4-player co-op Doom II session within minutes and had a blast. The modern co-op option (with proximity respawns) helped keep them playing as they're all Halo fans. 6 Share this post Link to post
famicommander Posted September 10 1 minute ago, MikeyNels said: I can testify to this. I've been trying to old friends to play online co-op doom for quite some time, but most are primarily console players who only play PC games through Steam so to them its never been worth the hassle. After I told them the new port was on Game Pass with crossplay, I was able to convince them to a 4-player co-op Doom II session within minutes and had a blast. The modern co-op option (with proximity respawns) helped keep them playing as they're all Halo fans. Switch - 143 million Playstation 4 - 106 million Xbox One - 58 million Playstation 5 - 50 million Xbox Series - 21 million That's 378 million console owners as of June 2024. So even a tiny fraction of a percentage of that base being exposed to multiplayer Doom and the mod browser is still going to massively expand the online Doom community. Not to mention all the PC players who won't venture out of their walled garden online store of choice to mess with source ports. 8 Share this post Link to post
Kyle07 Posted September 10 To be honest, for me Doom multiplayer through source ports was dead. Seeing only 2 or 3 people playing in Zandronum with 200+ ping? Sorry, that is a dead game for me. Now with the nightdive remaster the multiplayer is awesome! Any time a good match can be found or hosted. I still remember how people complained that the 2019 unity ports were launched without multiplayer. It is great that nightdive brought the multiplayer as well. 3 Share this post Link to post
Lizardcommando Posted September 10 The only thing I don't like about this port's multiplayer is how frequently laggy it is, at least in my experiences so far. 0 Share this post Link to post
Kyle07 Posted September 10 With good ping I experience no lags. Saw people complaining and have the feeling its on their end. Do they ever check their ping or the one from the hosted server? 0 Share this post Link to post
Edward850 Posted September 10 (edited) 3 hours ago, Lizardcommando said: The only thing I don't like about this port's multiplayer is how frequently laggy it is, at least in my experiences so far. If you feel you have an issue frequently, take a video of it while having "show network statistics" enabled. Even better if the host can do the same at the same time. Edited September 10 by Edward850 2 Share this post Link to post
famicommander Posted September 10 Semi-related but I didn't want to make a new thread: Doom 64, the entire Wolfenstein series, and the entire Quake series are on sale on GOG right now. And Doom 3 I guess. 5 Share this post Link to post
Lizardcommando Posted September 15 I've got a question about that one achievement "The only thing they fear is you." Does it only work on certain iwads or can you get the achievement on any iwad? I just tried playing through MAP01 in Doom 2 but I did not get the achievement for it. 0 Share this post Link to post
Gez Posted September 15 The description of the achievement says "monster-filled level". Entryway has 27 monsters on UV, and it doesn't trigger the achievement. However, Hangar has 29 monsters on UV, and it does trigger the achievement. So the official definition of "monster-filled" has to be "containing at least 29 monsters", or possibly "containing at least 28 monsters" -- someone who didn't get the achievement yet should look for a level with exactly 28 monsters on UV and test it. 3 Share this post Link to post
Faune Posted September 16 I'm not sure you're right. I remember getting that one on Fortress of Mystery. Or maybe I'm mixing up with another achievement, but I'm pretty confident it was that one. I would say either there's a bug or there's another criterion involved. The most annoying achievement to get was Untouchable for me. A couple par times in KDitD were a bit tough for my skill level, and that kind of speedrunning doesn't really fit my playstyle Shoot It Until It Dies was boring too, as I didn't assess correctly how much damage I had dealt before switching to the pistol, so it took me a bit long to finish the cybie ^^" 0 Share this post Link to post
Kinsie Posted September 16 Looking at various forums and Redditses and stuff, that achievement doesn't quite work right if you do it all in one go. If you want it to be more reliable, try saving and reloading at some point (even if right before the level exit). 1 Share this post Link to post
Lollie Posted September 18 My friend and I are starting on Doom II in co-op, but there's items for deathmatch all over the place. Like, BFG in MAP01. After a little reading around, I've realized this is vanilla behavior for multiplayer (as in: there's no distinction between "co-op" and "deathmatch" items, it's all just "multiplayer" items), but it definitely breaks the experience. Are there any mods that tweak Doom II for co-op play? Or a way to disable multiplayer items? (without having to move over to a port like Zandronum, ideally) 2 Share this post Link to post
Wavy Posted September 18 1 minute ago, Lollie said: Are there any mods that tweak Doom II for co-op play? Or a way to disable multiplayer items? (without having to move over to a port like Zandronum, ideally) I'm pretty sure there is a way to disable MP items in the match options, but I can't check right now 0 Share this post Link to post
Lollie Posted September 18 From what I can see, there's nothing in match settings that controls MP items. 0 Share this post Link to post
FlipSyde737 Posted September 18 (edited) Incredibly late to the party, but I'm having a good time with this new Kex port on Xbox One. I also have a copy of the Xbox 360 BFG edition. For some reason classic Doom in the BFG edition (at least on Xbox) has a quirk/bug where you rotate faster in place if you hold the run button; not sure if this is well-known, but essentially you have to drift corners by holding/releasing the run button to move quickly, which feels odd at first. The new port/rere feels different, holding run doesn't affect your "rotate in place" speed. Plays and looks really good overall, the expanded options are awesome for someone only on console. Edited September 18 by FlipSyde737 : Slightly better wording 0 Share this post Link to post
Agent Slacker Posted September 18 33 minutes ago, FlipSyde737 said: Incredibly late to the party, but I'm having a good time with this new Kex port on Xbox One. I also have a copy of the Xbox 360 BFG edition. For some reason classic Doom in the BFG edition (at least on Xbox) has a quirk/bug where you rotate faster in place if you hold the run button; not sure if this is well-known, but essentially you have to drift corners by holding/releasing the run button to move quickly, which feels busted. I believe this was intentional behavior. I kind of wish this were an option still. I always use the Always Run option in DOOM, so whenever I run, my look speed is faster. So I adjust my look speed to accommodate the fast look speed, and whenever I pulled the walk trigger, my look speed would decrease, so I could use this as a sort of fine aiming action. 2 Share this post Link to post
FlipSyde737 Posted September 18 (edited) It makes sense that holding run would boost both look and movement speed, honestly I got pretty used to it while playing the BFG edition, it feels odd at first but with time feels natural. I'd be even worse at the game with always run on. The new Kex rerelease feels a bit more like the Kex rerelease of Doom 64, I believe that you move and strafe slower in 64 but I'm unsure of the exact difference, if any. 0 Share this post Link to post
Lollie Posted September 18 7 hours ago, Lollie said: Are there any mods that tweak Doom II for co-op play? Or a way to disable multiplayer items? I've ended up making a quick and dirty PWAD that takes all of Doom 2's maps, and strips out the multiplayer-only things. SLADE's Lua support came to the rescue here. I'll report back on how well this works out! I'll find a way to share this little modification once I've played it through to completion — even if D+D2 has a built-in way to disable multiplayer objects, I can see this being useful for source ports that lack an option. But for anyone curious right now, here's the Lua script I used, so that you can perform this dirty hack yourself in SLADE. Spoiler Make sure you have a Node Builder like ZokumBSP set up in SLADE (note). And then open the Script Manager and create a new script. -- Select all Multiplayer-only Things in a map -- ---------------------------------------------------------------------------- local things = App.MapEditor().map.things for _,thing in ipairs(things) do if not thing:Flag("single") then App.MapEditor():Select(thing); end end My routine was: Open map, Run Script (via Script Manager), focus the Map Editor, Delete selected objects, save map, close. Repeat for all 32 maps. Enjoy your RSI! 1 Share this post Link to post