LuciferSam86 Posted August 8 2 minutes ago, AmethystViper said: Sonic Origins WISHES it could be as good as this. or even Kingpin :P 0 Share this post Link to post
Blackpuppy Posted August 8 I downloaded and played E1M1 on my Switch and only have one complaint: use is defaulted to the B button. As a primary Nintendo user, any use button should be A. But apart from that, it’s grrrrreeeeat 0 Share this post Link to post
Eevee Posted August 8 4 minutes ago, Edward850 said: The GPL doesn't, but it's incompatible with consoles as a license as the SDKs are a necessary component, which are under NDA. I suspect Microsoft could rustle up enough influence here to solve that problem. But even if not, BSD/MIT shouldn't be a problem, and since Bethesda conveniently now owns its own Boom implementation, there's nothing stopping them from releasing it under any license they want. 1 Share this post Link to post
ShallowB Posted August 8 20 minutes ago, Arbys550 said: It's so easy to upload WADs, which I think is awesome, but kinda weird. Yeah I'm a little skeptical of this feature. Great in theory, but Bethesda has a history of not implementing this well. When they added a mod browser to Fallout, it filled up pretty quick with people just reuploading stuff from Nexus. Duplicates and broken mods everywhere because it was mainly being done by people that didn't really understand the process and just wanted the attention for having a popular mod on their account. 2 Share this post Link to post
Mr Masker Posted August 8 The mod browser means there's finally a chance to get Bourgeois Deathmatch on the Bethesda port!! 4 Share this post Link to post
Trov Posted August 8 (edited) Only minor issue I have noticed so far is that sky backdrops appear to start repeating too soon vertically, making the sky seam visible in many many many more windows. Woof: Nightdive Doom: Edited August 8 by Trov 3 Share this post Link to post
DevilMyEyes Posted August 8 Finally I see a custom intermission map in Doom 2, this is what people want to see! It's so cool to see this back. Btw go check out my doom 2 intermission map 29 Share this post Link to post
TMMMS Posted August 8 hmm so it looks like they compiled the master levels into an actual map rotation this time 0 Share this post Link to post
Shepardus Posted August 8 7 minutes ago, Eevee said: I suspect Microsoft could rustle up enough influence here to solve that problem. But even if not, BSD/MIT shouldn't be a problem, and since Bethesda conveniently now owns its own Boom implementation, there's nothing stopping them from releasing it under any license they want. Even Godot Engine, which is MIT-licensed, doesn't include console support due to the console SDK terms. 3 Share this post Link to post
SiFi270 Posted August 8 Is there actually a way to access the "COMM#" maps found in common.kpf? 0 Share this post Link to post
sencuss Posted August 8 (edited) Getting custom wads to load (without uploading) is kinda confusing at first but it works (explained below) Spoiler I'm not exactly the best at writing tutorials so I apologize. 1. Go to "#:\Users\username\Saved Games\Nightdive Studios\DOOM\bnetwads" 2. Make a folder, name it whatever (we'll be using Eviternity II) 3. In that folder, add your wad. 4. Create a "index.json" file . 5. In that file, make sure that the "id" and "wad" lines are the folder name and wad name respectively. ("title" and "version" doesn't matter) .json contents to copy and paste: Spoiler { "id" : "folder name", "title" : "wad selection name (to know what it is)", "version" : "not needed", "wad" : "wad name" } You're done! Have fun! Edited August 8 by sencuss : added an example of the index.json contents 18 Share this post Link to post
LuciferSam86 Posted August 8 (edited) 12 minutes ago, Eevee said: I suspect Microsoft could rustle up enough influence here to solve that problem. But even if not, BSD/MIT shouldn't be a problem, and since Bethesda conveniently now owns its own Boom implementation, there's nothing stopping them from releasing it under any license they want. The licenses aren't something written on a napkin you can throw away. EFF has a long history of legal battles where they won against corporations that used free-as-in-speech code in their closed software products. IMHO you are overreacting a little bit. 4 Share this post Link to post
garu32 Posted August 8 3 hours ago, Terrcraft said: BETA LOST SOULS Now that's interesting. I wonder if they were placeholders made for the trailer or an actual option in-game... I can't afford to see it, yet 0 Share this post Link to post
SaladBadger Posted August 8 I guess I'm just not too worried about the proprietary nature of the releases, like yeah it sucks to some degree for a game that was made very open, but they're still being very open otherwise, incorporating community standards with just a few other features like the status bar lump, which I think is fine. it makes it more likely that more engines are going to adopt it, with completely GPL friendly releases. Maybe my optimism is a little misplaced, but it does seem like things went just fine for the Quake rerelease. The community status quo didn't actually change that much, the ports adopted the new features, and everyone seems happy. Doom's might change a bit if people want to start making for-ID24 releases, but I suppose we'll see. 2 Share this post Link to post
AmethystViper Posted August 8 Chotto MF matte!! KEYBOARD AND MOUSE SUPPORT, IN MY CONSOLE DOOM???? 1 Share this post Link to post
bobbie424242 Posted August 8 (edited) It's like Doom Xmas day with this new re-re-re-release ! Kex engine fixes the weird framepacing inconsistencies of the Unity version on Windows and adds so much more. You can view kill and secret counts on the map display now. Also, you really know it is 2024 when the doom.exe file size is close to doom.wad size. Edited August 9 by bobbie424242 1 Share this post Link to post
Arrowhead Posted August 8 I'm happy to have been a small part of the group responsible for the new deathmatch portion of this re-release!! Hope you enjoy it, there's some good stuff in there! Spoiler My maps are: MAP06 - Ziggurat MAP16 - Wicked Warehouse MAP25 -Heckbase Alpha :D 40 Share this post Link to post
LuciferSam86 Posted August 8 1 minute ago, GratefulName said: Is this stealing? It depends on what the Eviternity II team choose about the re-distribution on their wad. But in both answers, I think Bethesda should make the upload process a bit more restricted. 7 Share this post Link to post
TMMMS Posted August 8 legacy of rust files says the new tracks were made by xaser acheron? i didnt know he was a composer in addition to a mapper and modder! 1 Share this post Link to post
Shepardus Posted August 8 1 hour 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. ZDoom has had this for a long time, and Nugget Doom recently added a "custom skill" menu. 3 Share this post Link to post
LuciferSam86 Posted August 8 1 minute ago, Arrowhead said: I'm happy to have been a small part of the group responsible for the new deathmatch portion of this re-release!! Hope you enjoy it, there's some good stuff in there! Reveal hidden contents My maps are: MAP06 - Ziggurat MAP16 - Wicked Warehouse MAP25 -Heckbase Alpha :D Congratulations! I am happy for what you achieved :D 1 Share this post Link to post
Mr Masker Posted August 8 (edited) 5 minutes ago, GratefulName said: Is this stealing? I saw Going Down in there too, I'm quite mixed on the idea of it. While it is nice to see these on the Beth port, it does feel odd and morally iffy seeing these uploaded by a random person who didn't make it. 9 Share this post Link to post
LuciferSam86 Posted August 8 I expect this Upload function to be removed in a few hours... (and that's why we can't have nice things) :P 1 Share this post Link to post
Trov Posted August 8 (edited) 4 minutes ago, Shepardus said: ZDoom has had this for a long time, and Nugget Doom recently added a "custom skill" menu. ZDoom's is buried in a pages long gameplay settings options menu, rather than placed where it should be (accessible from the difficulty select screen) 0 Share this post Link to post
Gothic Posted August 8 (edited) Holy shit, there was so much unused stuff. Romero was really holding up. 5 Share this post Link to post
Plerb Posted August 8 Are there any new unreleased maps present in the id Vault? 0 Share this post Link to post
SteelPH Posted August 8 Would be nice if Modern Coop was actually explained in any capacity. OG coop was always trash. Through trial and error, modern coop seems to also be bad, but for different reasons. I'd rather not have to restart a 30+ minute level because we were all killed instantly by a revenant horde or something before we can even react to it thanks to the respawn limits and forcibly restarting the level if everyone's dead. Given the nature of how the player already can not take a hit and supplies go dry comically easily, this is not fun. 1 Share this post Link to post
ItsPower303 Posted August 8 (edited) For all the modern options in this game it's weird how the automap actually seems very primitive, it seems to run at a lower framerate than the rest of the game and the lines are too thick. edit: okay you can reduce the line thickness (but it still runs choppy and doesn't auto update when it's open) 1 Share this post Link to post
AtimZarr1 Posted August 8 1 minute ago, SteelPH said: Would be nice if Modern Coop was actually explained in any capacity. OG coop was always trash. Through trial and error, modern coop seems to also be bad, but for different reasons. I'd rather not have to restart a 30+ minute level because we were all killed instantly by a revenant horde or something before we can even react to it thanks to the respawn limits and forcibly restarting the level if everyone's dead. Given the nature of how the player already can not take a hit and supplies go dry comically easily, this is not fun. Did you find out if respawn limits are the only thing added in modern co-op? I actually like the idea tbh but I guess it depends on how it's executed, as long as it's an option anyways. 0 Share this post Link to post