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AtimZarr1

Classic Doom - New Update on Steam

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Posted (edited)

Wow, I just noticed how perfectly playable the DOSBox version is without any* fiddling after this new update. It's using DOSBox Staging 81.2 and actually includes novert, the setup exe, a freaking CRT shader, and a batch file menu to toggle settings and play different games. For all my heartache with the new port strafing right when holding down strafe left + strafe right, this definitely adds a lot more positives to the package for me.

 

Apologies if someone has already gushed about it, but if it means anything, this will likely also become buried and lost forever on page 37.

Edited by Lippeth

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1 minute ago, S3M_XM said:

 

Unfortunately, no.

2280_20240810214326_1.png.07e24fe3dfdcf8150d843b9ceb6df466.png

Couldn't they just used the version used in TNT31.WAD which added more mapping fixes than the id Anthology release?

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Posted (edited)
13 minutes ago, GooberMan said:

The full 8 rotations is very definitely a tricky one. The code doesn't care, it'll just handle it - but any PWAD with replacement sprites will immediately show the new rotations of the old sprites.

 

It'll require some thinking to see if there's a solution that'll just slide ride in and not break 31 years of content.

The engine will need to be better at handling sprite replacements. Such as if in this case, any set of sprites being replaced by a new set from a wad file would need to drop the added rotations and use the new ones (4 or 8) from the new set.

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I want to use the mouse to go forward and backward. Is that possible?

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1 minute ago, Sinshu said:

I want to use the mouse to go forward and backward. Is that possible?

The code to do that has long vanished since 2004.

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Posted (edited)

Been loving this port so far, but I do have a few suggestions and a bug report:

Suggestions:
- Change the color of the shadow for messages to the same color as the status bar numbers (example made in like 15 seconds).

Spoiler

image.png.937711dd6dcebf6ff7683a8832fba64d.png


- Make messages affected by the normal 1:1.2 aspect ratio.

Bug:
- The resolution scaling doesn't look right on a 1440p monitor (particularly noticeable with weapon sprites); happens at any resolution scale, with or without widescreen.

 

Spoiler

 

 

Edited by sencuss : the scaling bug happens on any resolution

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Sorry to keep bringing this up as well, but is there a reason that holding strafe left + strafe right strafes right instead of canceling each other out? It might sound minor (just don't press them at the same time or use a controller, right?) but it makes movement more of a chore when I least expect it without any obvious benefit. I didn't even know that I'm prone to playing this way because most all ports that I know of cancel strafing when both directions are pressed, but I've taken unnecessary damage, fallen off ledges or gotten caught on map geometry too many times in this port to not at least ask about it.

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12 minutes ago, sencuss said:

Bug:
- The resolution scaling doesn't look right on a 1440p monitor (particularly noticeable with weapon sprites); happens at any resolution scale, with or without widescreen. 

 

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.

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12 hours ago, Kinsie said:

It’s in the game menu.

 

For the actual assets, crack open rerelease/common.kpf in the install folder with anything that can read zip files. The vault’s contents are in menu/vault, but that other vault folder has some neat stuff…

Thank you kindly!

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26 minutes ago, Edward850 said:

The code to do that has long vanished since 2004.

I don't suppose it's possible to recreate the code?

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Posted (edited)
10 hours ago, Wadmodder Shalton said:

Botched support for most Boom, MBF & MBF21 WADs aside, this is the best that Night Dive has put out.

while not perfect the fact they got so close to emulating and supporting their features without using code from them directly for licensing reasons is worthy of praise. I’ve heard support for the new engine standard they created for LoR with its elements derived from these isn’t fully there yet either.

 

I’d imagine getting to work on DOOM like this was like the holy grail for the sort of operation they run. while not perfect still it definitely feels like it was held to a higher standard than some of their other releases. I’d also say Quake II was one of their best releases as well

Edited by UserPlayer89

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Posted (edited)
On 8/9/2024 at 4:40 PM, ⇛Marnetmar⇛ said:

PROTO-WARRENS LIVES

 

Screenshot_Doom_20240809_143903.png.d8941b86d637ed912936243af773f001.pngScreenshot_Doom_20240809_143911.png.ac8e583c0821367dfc4be554b8a6feb8.pngScreenshot_Doom_20240809_143926.png.c6df4e4dcb0586385dc9dfa57e474c07.png

it’s giving  Refueling Base vibes the way it’s Sandy grafting his own work onto a Hall map. the fact we have any additional beta maps at all is just incredible, thought they might’ve been lost to time now. 

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1 hour ago, Lippeth said:

Sorry to keep bringing this up as well, but is there a reason that holding strafe left + strafe right strafes right instead of canceling each other out? It might sound minor (just don't press them at the same time or use a controller, right?) but it makes movement more of a chore when I least expect it without any obvious benefit. I didn't even know that I'm prone to playing this way because most all ports that I know of cancel strafing when both directions are pressed, but I've taken unnecessary damage, fallen off ledges or gotten caught on map geometry too many times in this port to not at least ask about it.

 

It isn't just sourceports that do this, it's vanilla behavior and intentional as well.

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Posted (edited)
27 minutes ago, UserPlayer89 said:

it’s giving  Refueling Base vibes the way it’s Sandy grafting his own work onto a Hall map. the fact we have any additional beta maps at all is just incredible, thought they might’ve been lost to time now. 

 

Refueling Base IS one of the 5 vault maps, if you didn't know already.

  • COMM01: Early Spirit World/Catacombs, an even earlier version of the map that showed up on Romero's map dump in the Map 22 slot
  • COMM02: Early Refueling Base
  • COMM03: Early Phobos Anomaly
  • COMM04: Doesn't seem to be any surviving map
  • COMM05: Original E1M1, the map from those shots. Xaser turned it into Logos Anomaly, and it also was the basis for Tesla/Ohm Labs
Spoiler


vqmb3wZ.png

jcdxVF9.png

YKAfkf6.png

oKEOY1O.png

awycoiD.png

 

 

Edited by Devalaous

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3 minutes ago, mikeday said:

It isn't just sourceports that do this, it's vanilla behavior and intentional as well.

Because this response almost makes it seem like I'm saying the opposite of what I mean, I'll do my best to reiterate:

 

Strafe canceling is NOT present in this port (AFAIK) and it makes it difficult for me to play. If I'm the only one in the world who has a problem with it or if there's a deliberate reason then I'll carry on, I'm just a bit curious why strafe canceling is not included at all, unless there actually is a way to enable it on my end.

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Sorry for the confusion here. I’m trying to back you up! You’re absolutely correct that strafe canceling is the canonical behavior. 

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On 8/8/2024 at 3:54 PM, Scorcher said:

What exactly is the name of the WAD file for Legacy of Rust?

image.png.f36c9fda3112ed221f9e02cd5671edba.png

These four wads make up the new episode, there was a fifth wad but they were deathmatch maps) I compressed them and when I ran the .zip with Gzdoom, it allowed me to enter the maps with all the new content.

It should be noted that I haven't played them this way, so I'm not sure if it works 100%.

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5 minutes ago, mikeday said:

Sorry for the confusion here. I’m trying to back you up! You’re absolutely correct that strafe canceling is the canonical behavior.  

My apologies, and thank you! I'm just hellbent on finding a solution so I can further enjoy everything this update has to offer, trying to articulate the issue to the best of my ability in order to be understood by the right people. Thank you for posting that bit of code as well, it perfectly illustrates the point!~

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Posted (edited)
17 minutes ago, Rhapsody said:

image.png.f36c9fda3112ed221f9e02cd5671edba.png

These four wads make up the new episode, there was a fifth wad but they were deathmatch maps) I compressed them and when I ran the .zip with Gzdoom, it allowed me to enter the maps with all the new content.

It should be noted that I haven't played them this way, so I'm not sure if it works 100%.

 

You only need ID1, as far as I can tell the res and weap wads are just resources for modders.

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4 minutes ago, giwake said:

 

You only need ID1, as far as I can tell the res and weap wads are just resources for modders.

aah yes, my mistake. I didn't check the wads properly

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Posted (edited)
2 minutes ago, Doom-X-Machina said:

Does the new engine support UDMF maps?

No, just up to Boom/MBF21

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Posted (edited)
1 hour ago, Devalaous said:

 

Refueling Base IS one of the 5 vault maps, if you didn't know already.

  • COMM01: Early Spirit World/Catacombs, an even earlier version of the map that showed up on Romero's map dump in the Map 22 slot
  • COMM02: Early Refueling Base
  • COMM03: Early Phobos Anomaly
  • COMM04: Doesn't seem to be any surviving map
  • COMM05: Original E1M1, the map from those shots. Xaser turned it into Logos Anomaly, and it also was the basis for Tesla/Ohm Labs
  Reveal hidden contents

 

vqmb3wZ.png

jcdxVF9.png

YKAfkf6.png

oKEOY1O.png

awycoiD.png

 

 

I know, I was referring to COMM05/the 0.5 E1M1 edit specifically which was the map Marnetmar was highlighting. It stood out to me because it seemed like it was in the stage of Sandy or another ID mapper trying to salvage the map for themselves

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I've encountered a strange bug where when you reload a save in a game with the multiplayer items modifier, game difficulty seems to change to Nightmare as demons start respawning and moving fast.

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4 hours ago, Midway64 said:

Maybe something along the lines of this:

 

8-sprite rotations are implemented into vanilla, and are used accordingly with any vanilla WADs.

But if a WAD replaces sprite lumps that have rotations, the game goes into a compatibility mode, disabling the extra rotations.

As for Dehacked modifications, that's something beyond me and don't have any ideas at the moment.

 

Just throwing in my two cents, if there's a problem I missed, I stand corrected.

couldn't the iwads be altered? iirc they already were modified to make the health crosses green

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10 hours ago, LexiMax said:

Not everything about the player is predicted - there is a noticeable delay when shooting your weapon, for example.

(...)

Overall, I think it's good to keep in mind that official releases of Doom are products, while source ports are hobbies.  Products are eventually considered "done" for boring business reasons, while hobbies can be continued so long as the people involved have the time and inclination.

Do you know if there's any chance of prediction for player attacks, player position etc similar to Odamex? I would LOVE that..! But understand if not for that exact reason you mentioned.

 

7 hours ago, Christopher Brown said:

I'm going to wait until the compatibility issues are in a better place before I dive into the mods, but I've gone ahead and downloaded as many of the "official" uploads as I can to show my support. Interestingly, it seemed like only two of Doomkid's wads had demos that didn't desync, and I assume that the complevel inconsistency is the reason? (Incidentally, since I've only previously played a lot on the Unity Port and GZDoom, this was my first time seeing demos desync. What a bizarre, somehow soul-draining experience to watch.)

@Doomkid I know you're "Doomkid 92" on there but there's another user named "Doomkid-" who's been uploading mods, is that you or an imposter?

I changed my account name and now all of my uploads are credited to two separate names.. I was hoping it would update the old files, but nope! Both are legitimate, I can confirm. As for the demo desyncs, the only one that happens just the same in vanilla Doom in DOS in Shovelware Adventure, the others must be due to some minute, hard-to-detect difference in how this port loads DeHackEd assets.

 

Also, the port seems to not be able to play multiplayer demos! AV.wad just kinda hangs at the attract screen for this reason.

 

6 hours ago, Devalaous said:

It would generally be better overall if people reconfigured their wads with this port's features in mind first instead of blindly uploading. Stuff like adding UMAPINFO and the port specific lumps. If this stuff was required to even upload in the first place, the piles of crap being uploaded in droves would lessen, as there would be more effort involved to get them upload-viable

It's not reasonable to expect a wad with 100% vanilla and source port compatibility out-of-the-box to require modifications prior to upload, let's just be real..! (perhaps beyond a quick merger, like MM.wad and MMMUS.wad)

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1 minute ago, DoomAlmostHadReloading1993 said:

@Doomkid say whatever happen to that id vault beta assets thread it got sent to post hell for no reason

Apparently the new unused assets are being treated differently than the ones that were already available, at least for now.

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