Faceman2000 Posted September 8, 2020 Could the D64D2 crashes be related to the fact that there are Boom format maps in the wad or something? 0 Quote Share this post Link to post
SteelPH Posted September 8, 2020 2 minutes ago, Faceman2000 said: Could the D64D2 crashes be related to the fact that there are Boom format maps in the wad or something? Doubt it. Those are separate maps from the vanilla versions. The game shouldn't even try to load those. 2 Quote Share this post Link to post
AmethystViper Posted September 8, 2020 (edited) Another minor nitpick: The Final Doom IWADs downloaded from Bethesda.net, despite being updated with the new widescreen art, They missing the widescreen HUD the Doom and Doom II IWAD has. Using TNT as an example. Stock:Widescreen HUD re-implemented: Edited September 8, 2020 by AmethystViper 1 Quote Share this post Link to post
UndeadRyker Posted September 8, 2020 (edited) 13 hours ago, Gez said: D2TWID contains string replacements for sprite names for actors used in the secret maps. I figured that I should link my response from another thread to here. I've noticed this with any custom sprites defined in DEHACKED, but for me they don't crash the game. They're simply ignored. Sprite replacements only work if all sprites are replaced, like in Doom 4 Vanilla. My mod is Chocolate Doom compatible and another mod I tested, fraggle's smooth weapons mod for DEHACKED, he tested in Vanilla Doom/DOS and it doesn’t work in Unity either. Edited September 9, 2020 by UndeadRyker 0 Quote Share this post Link to post
Gez Posted September 8, 2020 22 minutes ago, AmethystViper said: Another minor nitpick: The Final Doom IWADs downloaded from Bethesda.net, despite being updated with the new widescreen art, They missing the widescreen HUD the Doom and Doom II IWAD has. Using TNT as an example. They contain a copy of the original STBAR (since they were IWADs originally), but they don't need it since they are loaded as PWADs. So removing the STBAR lump (and any other lump not present in the Ultimate Doom IWAD*) should fix it. * The Ultimate Doom IWAD, not the Doom II IWAD. Because they've been made to work with either game, and Ultimate Doom does not contain all the sprites and sounds that Doom II has. 3 Quote Share this post Link to post
AmethystViper Posted September 8, 2020 (edited) 31 minutes ago, Gez said: They contain a copy of the original STBAR (since they were IWADs originally), but they don't need it since they are loaded as PWADs. So removing the STBAR lump (and any other lump not present in the Ultimate Doom IWAD*) should fix it. * The Ultimate Doom IWAD, not the Doom II IWAD. Because they've been made to work with either game, and Ultimate Doom does not contain all the sprites and sounds that Doom II has. Thank you, Gez for the info. I also noticed the executable icon for the game's window on the title bar sometimes shows but other times doesn't. Edited September 8, 2020 by AmethystViper 0 Quote Share this post Link to post
Silverforte Posted September 9, 2020 The new option to disable vsync is a godsend. This port now feels as responsive as the xbla version which is fantasic. Many thanks! 5 Quote Share this post Link to post
CyberDreams Posted September 9, 2020 On the Xbox One version the only thing i dislike is how the turning controls feel with vsync on. I definitely noticed some slight lag while turning. With vsync disabled turning feels great but then i get a bunch of screen tearing on my TV so i'm not to happy about that. It's pretty much the same issue i have with a lot of FPS games when i play them on PC. Screen tearing tends to give me a headache but i can usually adjust it with my GPU settings on PC but not on my Xbox sadly. I can probably get used to playing with vsync on though. It'll just take some time. Besides that, the addition of the 16:9 ratio is great. When you switch it back to 4:3 the sides of the screen are green (marble ?) instead of the "black faces" or w/e they were before. I'd personally rather have it black like it was before so it's not so bright but it's only a tiny nitpick. I'll probably play in 16:9 anyways. I don't need a crosshair since i don't look up/down but having the option is nice (the more options the better). Dehacked support (on the PC version, not sure about this console version) is nice as well, even if it has to be patched into the wad itself (or so i heard). 1 Quote Share this post Link to post
Cantleylads Posted September 9, 2020 23 hours ago, Eurisko said: Can't say I've had any input lag issues on PS4. Yeah quite a few say they never had lag. I would like you to try playing with VSync disabled, you may find moving and shooting easier than before? 0 Quote Share this post Link to post
Cantleylads Posted September 9, 2020 6 hours ago, Silverforte said: The new option to disable vsync is a godsend. This port now feels as responsive as the xbla version which is fantasic. Many thanks! Yep. Thanks to Vsync toggle alone, this is the best update for me. Even better than the add ons update... 0 Quote Share this post Link to post
SteelPH Posted September 9, 2020 Well, I was able to get Rebirth, TVR!, Scythe 2, and Eternal Doom fully working by running them through DEUSF. 3 Quote Share this post Link to post
DarkScythe13 Posted September 9, 2020 Am I the only one having a hard time seeing the crosshair when its on a target (am playing the Switch version)? I personally find the dark red and slightly shrunken size difficult to see on the tv as it seems to blend in with the pixels and palette. It's kind of a shame and it'd be nice to have an option for a static crosshair, but it might just simply be a problem for me. Am loving that widescreen and current presentation though. I was a bit disappointed with how the Switch port looked compared with the PS4 version prior to this update; Im assuming its the widescreen that indirectly helps it. 0 Quote Share this post Link to post
AmethystViper Posted September 9, 2020 I thought I'd share this Steam thread here that is trying to consolidate constructive feedback and issue reporting on the Unity port, featuring some things mentioned here before and some other things people are suggesting. 5 Quote Share this post Link to post
ThermalLance Posted September 9, 2020 (edited) 27 minutes ago, AmethystViper said: I thought I'd share this Steam thread here that is trying to consolidate constructive feedback and issue reporting on the Unity port, featuring some things mentioned here before and some other things people are suggesting. Thank you for the shoutout. Edit: And now I just remembered I already have an account on Doomworld. Damned. Edited September 9, 2020 by ThermalLance 0 Quote Share this post Link to post
Thermal Lance Posted September 9, 2020 2 minutes ago, ThermalLance said: Thank you for the shoutout. Edit: And now I just remembered I already have an account on Doomworld. Damned. All good now. So yeah, thanks for the shoutout again. 1 Quote Share this post Link to post
SteelPH Posted September 9, 2020 Upon closer inspection, Scythe 2's Map30 will crash if you attack at all. Seems to have something to do with the out of bounds areas containing teleporting monsters, the game crashes if I noclip over there as well. 1 Quote Share this post Link to post
mammajamma Posted September 9, 2020 On 9/8/2020 at 8:44 AM, Gez said: Now it'd be interesting to see the common denominators between the mods that crash. CChest is a Boom mapset. The crashy maps probably have some Boom-specific effects that the port doesn't handle gracefully. D2TWID contains string replacements for sprite names for actors used in the secret maps. D64D2, I dunno ETERNALL crashing is puzzling, since it's a vanilla-compatible mod and doesn't contain DEHACKED. (I remember people successfully playing Eternal Doom in Doom Eternal...) NDCP: Uses BEX strings for level names PL2: contains string replacement for textscreen flats and music names TVR!: no idea, vanilla mapset without DEHACKED SCYTHE2: not sure, there is a dehacked lump but it doesn't seem to do anything outlandish REBIRTH1: no idea, vanilla mapset without DEHACKED REVILUTION: no idea, vanilla mapset without DEHACKED They're using the IWAD that came with the Bethesda port instead of the regular IWAD. No WolfSS = constant crashing for wads that require them. 0 Quote Share this post Link to post
Shadow Hog Posted September 9, 2020 These ports have the Wolf SS though. They say a different sound, but I believe their graphics are all accounted for. 1 Quote Share this post Link to post
Thermal Lance Posted September 10, 2020 1 hour ago, SteelPH said: Upon closer inspection, Scythe 2's Map30 will crash if you attack at all. Seems to have something to do with the out of bounds areas containing teleporting monsters, the game crashes if I noclip over there as well. I crash when I try to start a game with Scythe 2. No idea why. 0 Quote Share this post Link to post
SteelPH Posted September 10, 2020 (edited) 4 minutes ago, Thermal Lance said: I crash when I try to start a game with Scythe 2. No idea why. It's a vanilla Doom quirk where in if a pwad replaces a sprite, all sprites must be present, otherwise the game crashes. The Unity port doesn't fix this. Edited September 10, 2020 by SteelPH 0 Quote Share this post Link to post
Thermal Lance Posted September 10, 2020 1 minute ago, SteelPH said: It's a vanilla Doom quirk where in if a pwad replaces a sprite, all sprites must be present, otherwise the game crashes. The Unity port doesn't fix this. Kind of annoying. Finding wads to play with this sounds like walking through a minefield. 0 Quote Share this post Link to post
SteelPH Posted September 10, 2020 Just now, Thermal Lance said: Kind of annoying. Finding wads to play with this sounds like walking through a minefield. Running the crashing wads through DEUSF with the -app parameter will at the very least fix the sprite issue. 0 Quote Share this post Link to post
Thermal Lance Posted September 10, 2020 1 minute ago, SteelPH said: Running the crashing wads through DEUSF with the -app parameter will at the very least fix the sprite issue. Yeah, im not that knowledgable. At this point I'd use PrBoom+ and call it a day. XD I hope they are able to fix/implement whatever is needed for that to be fixed. 0 Quote Share this post Link to post
Chip Posted September 10, 2020 Decided to finally play Plutonia. Not bad so far. I died a bit, but not too much. Playing on ITYTD, though. I'm on the Arch-Vile maze level, so I'm gonna have to grind. Thank god I have a Plasma Rifle! 0 Quote Share this post Link to post
P41R47 Posted September 10, 2020 9 minutes ago, LiT_gam3r said: Decided to finally play Plutonia. Not bad so far. I died a bit, but not too much. Playing on ITYTD, though. I'm on the Arch-Vile maze level, so I'm gonna have to grind. Thank god I have a Plasma Rifle! Save before the exit. You will thanks me later. 2 Quote Share this post Link to post
Devalaous Posted September 10, 2020 3 hours ago, SteelPH said: Running the crashing wads through DEUSF with the -app parameter will at the very least fix the sprite issue. In the modern day I prefer to avoid stuff like this, its why I avoid archaic stuff like Chocolate. User accessibility is a must. 0 Quote Share this post Link to post
drfrag Posted September 10, 2020 Chocolate Doom has the -merge parameter and for RUDE and Crispy -file already uses -merge. 3 Quote Share this post Link to post
Chip Posted September 10, 2020 17 hours ago, P41R47 said: Save before the exit. You will thanks me later. Now I'm scared to even pick up Plutonia again! I'm just kidding! It's fun! I thought it would be easier than BTSX, it is just very strategic. At the end of every level, You think it's the end, and then a bunch of demons appear, so I'm pretty used to saving before an exit. Thank you for the tip, though! I would hate to restart a level with that many arch-viles (or with an arch-vile). 1 Quote Share this post Link to post
drfrag Posted September 10, 2020 (edited) An alternative is to use SP respawn in RUDE with backpacks and keeping keys. Right now i'm playing 1000 lines 2 in classic mode (only D1 monsters so it's easier but there are a lot of barons). Or you can use the resurrect cheat with iqqdq (from Crispy but a bit different). This is my command line: rude-doom -file 1klinecp2.wad -nod2monsters -sprespawn -backpack -keepkeys Edited September 10, 2020 by drfrag 0 Quote Share this post Link to post
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