Gez Posted August 8 1 minute ago, Dweller Dark said: That's not the actual exit, but look at that: It's missing the hands, though. 12 Share this post Link to post
AmethystViper Posted August 8 For Switch owners, you might have to download the new version on the storepage if you already own DOOM (1993) and/or DOOM II (Classic). Here's the NA version.https://www.nintendo.com/us/store/products/doom-plus-doom-ii-switch/ 1 Share this post Link to post
TJG1289 Posted August 8 Already died in map 2 of the new set in the RL fight. I'm playing it in the new engine, so it's taking a minute to adjust, and I didn't expect a big wave of monsters at that point. So far, so good! 0 Share this post Link to post
Dweller Dark Posted August 8 The NERVE and masterlevel wads from this rerelease aren't running on Nugget Doom for some reason. 0 Share this post Link to post
S3M_XM Posted August 8 28 minutes ago, Trov said: Finally, launch parameters such as -fast are selectable ingame. The common community source ports should have cribbed this idea 15 years ago. And where I can find that in the settings in the first DOOM? I can't find it anywhere. 0 Share this post Link to post
AtimZarr1 Posted August 8 I'm so glad that Pistol Start and Fast monsters are selectable parameters. Looks like UV+ is gone, but you can effectively recreate it anyways. Also looks like you can browse uploaded mods with the semi-official content from before (i.e. Deathless) categorized under "Featured Mods". Someone uploaded Fistful of Doom, and it looks like it works. I can't recall if the featured mods supported multiplayer in the Unity port, but none of them do in this version anyways. Someone can correct me if I'm mistaken. Interestingly, there's an option for "modern cooperative" but I'm not sure what that is. 0 Share this post Link to post
SteelPH Posted August 8 Just now, S3M_XM said: And where I can find that in the settings in the first DOOM? I can't find it anywhere. Level Select. 1 Share this post Link to post
AtimZarr1 Posted August 8 Just now, S3M_XM said: And where I can find that in the settings in the first DOOM? I can't find it anywhere. Level Select -> Difficulty Modifiers 0 Share this post Link to post
TMMMS Posted August 8 its out already? is there a way to download legacy of rust separetely? 1 Share this post Link to post
Arbys550 Posted August 8 It's so easy to upload WADs, which I think is awesome, but kinda weird. Are people gonna end up uploading like 30 versions of classic WADs since everyone has a copy of them? 4 Share this post Link to post
Celestin Posted August 8 Just now, TMMMS said: its out already? is there a way to download legacy of rust separetely? You have to download the whole game (about 700MB) and find the id1.wad file there. You can play it in any MBF21 compatible port. 5 Share this post Link to post
LuciferSam86 Posted August 8 Just now, Arbys550 said: It's so easy to upload WADs, which I think is awesome, but kinda weird. Are people gonna end up uploading like 30 versions of classic WADs since everyone has a copy of them? From what I saw it seems some checks before the actual upload. Anyway I think it could even possible use custom wads? Maybe with a swtich? 0 Share this post Link to post
Trov Posted August 8 I am happy to report that this release does not have the interpolation issues that plagued Nightdive's Quake and Doom 64 releases, and therefore, the game is very smooth at 90Hz on Steam Deck OLED. Also, an improvement over the Unity port is that controller vibration for weapons is properly timed with when they fire rather than vibrating much sooner. 3 Share this post Link to post
Gothic Posted August 8 2 minutes ago, TMMMS said: its out already? is there a way to download legacy of rust separetely? They never made No Rest for the Living free, didn't they? 2 Share this post Link to post
Eurisko Posted August 8 The Music is INSANE!! And FINALLY Master levels are one continuous thing!! The ID vault is incredible! To all involved….Thank you so much. This truly is awesome. Well done, you should be proud! 1 Share this post Link to post
Eevee Posted August 8 11 minutes ago, Trov said: It does not and cannot revoke the GPL. There's no rug pulling going on here. They hired the guys who did that work to do it again. I think "revoke" is a fair description of "continue development but drop the license from future releases", but if you have a better word for it, I'm all ears. And I'm pretty sure they didn't hire the original Boom devs to reimplement Boom. Man. It's generally considered bad when an open source project is purchased and made no longer open source. I'm surprised no one else even slightly takes issue with this. They even managed to take a cross-platform game and plug it into a cross-platform engine and still release it only for Windows. But okay, sure, I guess. 6 Share this post Link to post
Trov Posted August 8 (edited) 5 minutes ago, Eevee said: I think "revoke" is a fair description of "continue development but drop the license from future releases", but if you have a better word for it, I'm all ears. No, "revoke" would explicitly mean that previous releases were no longer GPL (which is impossible given GPL's terms) Also, don't think that the open source Doom engines won't quickly add their own support for whatever new mapping/addon features have been added here. Quote It's generally considered bad when an open source project is purchased and made no longer open source. No open source project was purchased nor made no longer open source. id retained the rights to use Doom's code commercially even back when it was originally released under GPL. All of your GZDooms, Woofs, DSDA-Dooms, etc. are still around and will continue to be developed. The only 'purchasing' that has gone on is that they have hired source port developers to add features to this commercial version. The features cannot have been copy/pasted from open source ports, and have been coded from scratch. I think those source port developers agree that this is a favorable outcome for them given they are paid for their work and elected to work for id/nightdive in the first place. 12 Share this post Link to post
Kinsie Posted August 8 Also to answer the question: The official readme files (the WADINFO lump in each WAD) state that the new stuff's been tested in DSDA-Doom and GZDoom, although you should probably play it in the official port first! It's only polite. Also, the new port is apparently called ID24. For ease of reference: id1.wad - Legacy of Rust id1dm.wad - Official DM maps id1-res.wad - Legacy of Rust resources, for mappers id1-weap.wad - DEHACKED patch for the Legacy of Rust weapons, for mappers 38 Share this post Link to post
DeDo Posted August 8 This is incredible. Absolutely loving this. I wonder how many pages of wads there end up being in the in game browser. If really anyone can upload anything, I'd gather there will be a lot of them. 0 Share this post Link to post
Gothic Posted August 8 Kinda disappointed the "NEW MONSTERS AND WEAPONS" are actually Dehacked replacements. Oh well. 6 Share this post Link to post
Eevee Posted August 8 (edited) 6 minutes ago, Trov said: No open source project was purchased. id retained the rights to use Doom's code commercially even back when it was originally released under GPL. Doom was under an open source license, which makes it an open source project. And this is true of any open source project. The original authors always retain the right to do whatever they want with their own work (assuming they don't transfer their copyright to someone else). The GPL also does not prohibit commercial use. 6 minutes ago, Trov said: The features cannot have been copy/pasted from open source ports, and have been coded from scratch. The features absolutely could have been copy/pasted from other ports. Bethesda would simply have to release their resulting source code in accordance with the GPL. 0 Share this post Link to post
Edward850 Posted August 8 6 minutes ago, Eevee said: They even managed to take a cross-platform game and plug it into a cross-platform engine and still release it only for Windows. We actively support Proton so you can run this on Linux (and Steam Deck, which was used for testing LAN a lot). Also all consoles. So very cross platform all around. 9 Share this post Link to post
Lemon King Posted August 8 5 minutes ago, Kinsie said: Also to answer the question: The official readme files (the WADINFO lump in each WAD) state that the new stuff's been tested in DSDA-Doom and GZDoom, although you should probably play it in the official port first! It's only polite. Also, the new port is apparently called ID24. For ease of reference: id1.wad - Legacy of Rust id1dm.wad - Official DM maps id1-res.wad - Legacy of Rust resources, for mappers id1-weap.wad - DEHACKED patch for the Legacy of Rust weapons, for mappers Common.kpf has all unreleased assets in raw sprite form, 5 maps, and some sfx. 7 Share this post Link to post
Edward850 Posted August 8 (edited) 1 minute ago, Eevee said: The GPL also does not prohibit commercial use. The GPL doesn't, but it's incompatible with consoles as a license as the SDKs are a necessary component, which are under NDA. 2 Share this post Link to post
Dweller Dark Posted August 8 Is Hulshult's remix stuff in the files anywhere? 0 Share this post Link to post
AmethystViper Posted August 8 Sonic Origins WISHES it could be as good as this. 8 Share this post Link to post
Wadmodder Shalton Posted August 8 51 minutes ago, Terrcraft said: >mbf 21 support So does that mean it more than just Boom WAD support and includes support for MBF & MBF21 WADs as well? I guess on @Kaiser and @sponge can give an answer. 0 Share this post Link to post