P41R47 Posted December 2, 2020 (edited) 39 minutes ago, Eurisko said: Just now getting into the Doom II Master Levels. Every one of them has the same music track. Was this as it was back on their original release in '95? Yeah, most maps replaced map01, so its normal you hear D_RUNNIN on most of them, backthen. But i don't know how they added them to this new port, as separate entries divided map by map, or as a whole 21 maps megawad that can be played continuous? If it is the second way... don't know why are you hearing the same music track as they should be replacing the map order of Doom2, and so you will have the same track of Doom2 up to map20 or so. Edited December 2, 2020 by P41R47 1 Quote Share this post Link to post
Eurisko Posted December 2, 2020 31 minutes ago, P41R47 said: Yeah, most maps replaced map01, so its normal you hear D_RUNNIN on most of them, backthen. But i don't know how they added them to this new port, as separate entries divided map by map, or as a whole 21 maps megawad that can be played continuous? If it is the second way... don't know why are you hearing the same music track as they should be replacing the map order of Doom2, and so you will have the same track of Doom2 up to map20 or so. No they aren't continuous you select them one map at a time, so it's basically as it was back then by the sounds of it. 0 Quote Share this post Link to post
ZeroTheEro Posted December 2, 2020 1 hour ago, Eurisko said: Just now getting into the Doom II Master Levels. Every one of them has the same music track. Was this as it was back on their original release in '95? Yes. Most of the maps in Master Levels are MAP01 replacements, with some exceptions. 1 Quote Share this post Link to post
NieMaMordy Posted December 2, 2020 It seems like the issue with main menu appearing on screen after waking the console from sleep mode still occurs on Nintendo Switch. This time, the menu is not being displayed on-screen, but movement of the cursor and selection sound can still be heard. Selecting to start a new game, or load a safe file is still functional and can be triggered by accident. Opening regular in-game menu in this state is impossible, so you can't save your progress and restart. Does this issue occur to you too guys? 1 Quote Share this post Link to post
hfc2x Posted December 2, 2020 Something similar happens on PC, but most of the time after loading a saved game. You can't move around, and trying to do so plays DSOOF. The only solution is to open the menu (which can be opened) and load a saved game. 0 Quote Share this post Link to post
Rexen² Posted December 3, 2020 Oh I forgot to report this, but on the Nintendo switch on Doom I had textures get corrupted when loading a save file that was made in No end in Sight, iirc the map was E1M8 and I was on stock E1M7 only the damaging floors got corrupted. (Good thing I tweeted about it, makes it easy to get the screenshot I had). The second glitch was in Doom 2 in No Rest for the Living, I was on Map02 and I came out of one of the secrets and once I pressed R my game crashed to the Switch's home menu, not sure what caused that one. 2 Quote Share this post Link to post
NaturalTvventy Posted December 3, 2020 19 hours ago, Rexen² said: Oh I forgot to report this, but on the Nintendo switch on Doom I had textures get corrupted when loading a save file that was made in No end in Sight, iirc the map was E1M8 and I was on stock E1M7 only the damaging floors got corrupted. (Good thing I tweeted about it, makes it easy to get the screenshot I had). The second glitch was in Doom 2 in No Rest for the Living, I was on Map02 and I came out of one of the secrets and once I pressed R my game crashed to the Switch's home menu, not sure what caused that one. That sure ain't No End In Sight! I just bought my steam copy of DOOM and saw that the Unity port has no strafe button toggle :( Just strafe left/strafe right. Us super old schoolers need that strafe button for our keyboard only style. Turning while strafing is overrated. 3 Quote Share this post Link to post
hfc2x Posted December 4, 2020 1 hour ago, NaturalTvventy said: the Unity port has no strafe button toggle :( To be fair, it does, but it's restricted to only be bindable to a mouse or controller button lol. 1 Quote Share this post Link to post
Rexen² Posted December 4, 2020 Correction, the addon was Deathless, not No End In Sight. Should have double check but I got so much going on irl( like still dealing with having move from MD to WA), I thought it was No End In Sight for sure. 0 Quote Share this post Link to post
Edward850 Posted December 4, 2020 If you ever find any issues, make sure you always redownload mods first. Also note that if the mod actually changed, existing saves won't be reliable due to how asset indexing works. 0 Quote Share this post Link to post
ChopBlock223 Posted December 4, 2020 On 11/30/2020 at 5:30 PM, Faceman2000 said: Sponge explained that they’re having some hold-ups on both their first and second place wads they’re trying to add, so hopefully there will be something in the next couple weeks. Are there any plans for updates otherwise? The port is really good, but I think it should really allow you to configure your own control scheme, at least on the PS4 version that's not an option. A warning label on the VSync option would also be nice. 3 Quote Share this post Link to post
Faceman2000 Posted December 4, 2020 1 minute ago, ChopBlock223 said: Are there any plans for updates otherwise? The port is really good, but I think it should really allow you to configure your own control scheme, at least on the PS4 version that's not an option. A warning label on the VSync option would also be nice. @sponge would be the one to ask. He’s limited in what information he’s actually allowed to share - not to mention the kinds of improvements he can realistically implement - but he’s always putting work into improving the port and he typically responds to things on this forum. 3 Quote Share this post Link to post
Lila Feuer Posted December 7, 2020 @spongeThere is a strange audio bug present with the player sounding like they're hitting use rapidly despite not being against a solid object. It is random and rare, only happening twice now, the first time was early on on D1's E1M4 and last time was on D2's MAP04. No idea what triggers it however it occurs only by moving forward and backward, not from side stepping. This bug has only happened to me playing on Xbox Series S. 1 Quote Share this post Link to post
CyberDreams Posted December 8, 2020 8 hours ago, Lila Feuer said: @spongeThere is a strange audio bug present with the player sounding like they're hitting use rapidly despite not being against a solid object. It is random and rare, only happening twice now, the first time was early on on D1's E1M4 and last time was on D2's MAP04. No idea what triggers it however it occurs only by moving forward and backward, not from side stepping. This bug has only happened to me playing on Xbox Series S. I've had this same bug happen to me more than a few times while playing Doom and the other WAD's on Xbox One. I know that if i press start (pause) and unpause the game it goes away. It seems to happen to me when i quick save really fast and get back into the game quickly. Maybe i'm still pressing/holding a button or something? Idk. I've also had another glitch where if i quick save/save near a cliff or an edge (this only happened to me twice i think) and i reload my game, i'd drop into the game and be stuck in a wall. Since there isn't an "no clip" cheat i couldn't get out so i had to restart the whole map over again. Now i make sure not to save when i'm on a cliff's edge or something. 0 Quote Share this post Link to post
Edward850 Posted December 8, 2020 1 hour ago, CyberDreams said: I've also had another glitch where if i quick save/save near a cliff or an edge (this only happened to me twice i think) and i reload my game, i'd drop into the game and be stuck in a wall. Since there isn't an "no clip" cheat i couldn't get out so i had to restart the whole map over again. Now i make sure not to save when i'm on a cliff's edge or something. This bug is older than some users on this forum; it has existed since Doom launched. The save file doesn't contain an active list of sectors the player is in, so when the game is reloaded the only applicable height you have is the centre to the player. 8 Quote Share this post Link to post
ChopBlock223 Posted December 8, 2020 That's really interesting, I never knew about that bug. I guess be cautious and try to save when standing on good and solid ground? 0 Quote Share this post Link to post
CyberDreams Posted December 10, 2020 (edited) On 12/8/2020 at 1:39 AM, Edward850 said: This bug is older than some users on this forum; it has existed since Doom launched. The save file doesn't contain an active list of sectors the player is in, so when the game is reloaded the only applicable height you have is the centre to the player. Ohh okay. So it's been a bug for a long time then. Well thanks for the info and video! I guess since i don't play vanilla very much (i usually use GZDoom when i play but with the Doom Strict setting for older wads) i never experienced it before. The bug isn't older than me but it's pretty close ;) Edited December 10, 2020 by CyberDreams 0 Quote Share this post Link to post
Faceman2000 Posted December 15, 2020 Doom Zero was added to the official addons today! I was hoping this one would get the treatment! Congrats to @DASI-I and anyone else involved!! 9 Quote Share this post Link to post
Man of Doom Posted December 15, 2020 It’s official, we can add Doom Zero to the Officially Canon PWAD Club. 15 Quote Share this post Link to post
P41R47 Posted December 15, 2020 Obvious choice, and the best one out there. @DASI-I you deserve it, pal! ;) anyone know the changes made for the port? 0 Quote Share this post Link to post
DASI-I Posted December 15, 2020 (edited) Ah finally!! I can let the cat out 😊 Edited December 16, 2020 by DASI-I 6 Quote Share this post Link to post
Faceman2000 Posted December 15, 2020 7 minutes ago, P41R47 said: anyone know the changes made for the port? I haven’t had a chance to play it yet cuz I’m at work, but it on of the pictures on Bethesda’s site it looked like the Beta Lost Souls were shooting Caco fireballs instead of doing their hitscan. I’m sure @Revenant100 will be along soon enough with a full breakdown haha. 2 Quote Share this post Link to post
P41R47 Posted December 15, 2020 (edited) 5 minutes ago, Faceman2000 said: I haven’t had a chance to play it yet cuz I’m at work, but it on of the pictures on Bethesda’s site it looked like the Beta Lost Souls were shooting Caco fireballs instead of doing their hitscan. I’m sure @Revenant100 will be along soon enough with a full breakdown haha. They already do that on the lastest version of Doom Zero uploaded to moddb, i think its v1.8 In that version Dasi-I added new custom sounds for monsters to not repeat the same demon lurking sound over and over, and the same pain grunt over and over. Thanks anyway, pal! ;) We will knew for sure in a few hours :P Edited December 15, 2020 by P41R47 1 Quote Share this post Link to post
Faceman2000 Posted December 15, 2020 5 minutes ago, P41R47 said: They already do that on the lastest version of Doom Zero uploaded to moddb, i think its v1.8 In that version Dasi-I added new custom sounds for monsters to not repeat the same demon lurking sound over and over, and the same pain grunt over and over. Thanks anyway, pal! ;) We will knew for sure in a few hours :P Oh okay, cool! Guess I played an older revision or my memory’s failing me haha. 0 Quote Share this post Link to post
P41R47 Posted December 15, 2020 3 minutes ago, Faceman2000 said: Oh okay, cool! Guess I played an older revision or my memory’s failing me haha. don't worry, i stumble on it while checking moddb, so i find it just by luck. I was released around mid year if i remember right. 0 Quote Share this post Link to post
Revenant100 Posted December 16, 2020 (edited) I've delved deeply into the depths of Doom Zero to discover the developments demanded by Dethesda. The following comparisons were made in relation the latest publicly released version, Doom Zero ver 1.8. All of the menu screens have been altered, primarily to take advantage of the new widescreen graphic support. A couple were changed completely, and the credit to Jay Reichard has been omitted due to the removal of his music (detailed further below). Comparisons below; originals on the left, replacements on the right: While there are no sprite artwork differences, internally, the sprites have been renamed back to their original IWAD titles as the Unity port does not support the DeHackEd trick of changing the string names. This trick is redundant anyway since Doom Zero is being presented as its own IWAD. A few of the new monster sounds were internally rearranged, possibly to avoid overriding some of the uncommon (but still used) sound effects, like the classic DSRADIO and fan favorite DSITMBK. The Cacodemon has a new unique pain sound. The Arachnotron no longer makes a pain sound. Previously, it was set to use its action sound (DSBSPACT) as its pain sound. DSBSPACT is now the Cacodemon's action sound. The Spider Mastermind no longer makes pain or action sounds. The invisible spawn cube now plays the default DSBOSCUB sound. Previously, it played a new spooky pounding/yell sound, but this was always inaudible under normal circumstances since the effect continually overlapped itself. The Demon Witch stone gargoyle face boss thing now has a death sound. The Demon Witch stone gargoyle face boss thing no longer says that funny thing she said every time she spits a spawn cube. Instead, this line is now appended to her initial sight cry, and her new spawn cube spitting sound is some spooky whispering (which I could not decipher, despite reversing). The Dopefish no longer makes the Keen 4/5/6 Keen death sound when it dies. It instead reuses its pain sound. This is likely because DSKEENDT was replaced by the new Cacodemon pain sound. In the text intermission leading to MAP31, the line "THE WALLS, THEY'RE...THEY'RE TWITCHING!" now has quote marks around it to indicate it's a quote spoken directly by the protagonist of this story as opposed to an errant description from the mysterious unseen omnipresent second person narrator. The couple of custom music tracks from Jay Reichard aka silentzorah from Project: Doom (and I guess the launch trailer) have been removed, alongside a few other music changes. Full list: Spoiler MAP01: silentzorah's Suspense remix => Hiding the Secrets MAP23: Untitled => Intermission MAP29: silentzorah's Sign of Evil remix => Sign of Evil MAP31: Evil Incarnate (unchanged) => Deep Into the Code I identified level alterations in MAP20 and MAP24. Comparisons below; originals on the left, changed on the right: Spoiler MAP20 MAP24 DEMO2 and DEMO3 have been replaced. The originals in 1.8 took place in MAP07 and MAP11, respectively. The new DEMO2 is in MAP01, and the new DEMO3 is for some reason now a duplicate of the original DEMO1 which itself is unchanged, resulting in this same demo playing twice in the loop. Most of the Unknown 1 and Unknown 2 parameters were removed from the weapon states in the DeHackEd patch. This means weapons no longer automatically center when you fire them. And that concludes my analysis of the changes in the official Bethesda/Microsoft add-on version of Doom Oh. And yet, there may still be more. Will we ever know the true breadth of Doom Nought's alterations? I say, with complete confidence, maybe. Edited December 16, 2020 by Revenant100 16 Quote Share this post Link to post
JXC Posted December 16, 2020 I liked the Alpha Souls being floating SS Nazis instead of being Cacodemon turrets. 2 Quote Share this post Link to post
P41R47 Posted December 16, 2020 12 hours ago, JXC said: I liked the Alpha Souls being floating SS Nazis instead of being Cacodemon turrets. It would be cool to be both things, for certain, a flying caco turret that could also spur some nice hitscanning action. 2 Quote Share this post Link to post
Scuba Steve Posted December 16, 2020 What a great pick to follow Rekkr. My top "gets" are now Suspended in Dusk, Hacx, and Perdition's Gate/Hell to Pay. 4 Quote Share this post Link to post
ChopBlock223 Posted December 16, 2020 56 minutes ago, Scuba Steve said: What a great pick to follow Rekkr. My top "gets" are now Suspended in Dusk, Hacx, and Perdition's Gate/Hell to Pay. Don't they only pick works where they can get in contact with all of the authors? If that's the case, Espi passing long ago may make Suspended In Dusk an unlikely choice (though it's one of my very favorites, and I think it deserves to be played). Correct me if I'm wrong, however. For the others, aren't those properties not owned by iD? 0 Quote Share this post Link to post
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