quadfather
Full Member
Posts: 7,248
Member is Online
|
Post by quadfather on Aug 9, 2024 10:22:02 GMT
Mouse weirdness could be acceleration etc, check it's not enabled. Also check you don't have vsync on. There's no free look as far as I can see, I don't think the old unity port had it either though. Yeah looks like there is no mouselook. I've checked all mouse options both in the menus, the console commands and using different display methods. Still no dice. I thought I was going mad but fired up gzdoom and the mouse is absolutely rock solid. Tried new doom again. Slidey as fuck. What a shame. I was just getting into the new soundtrack as well. Fucks sake. Edit, ah, I can sort the mouse out. It was the sync, cheers for that. Just need mouselook now! There must be a way
|
|
|
Post by Reviewer on Aug 9, 2024 10:28:19 GMT
Oddly I’d started playing original Doom on the deck again at the start of the week. Saves aren’t compatible but that’s fine with the level select option.
Realised I’ve never played all the way through the PC version, think I might have on the N64 or PS1 releases but can’t remember now.
|
|
quadfather
Full Member
Posts: 7,248
Member is Online
|
Post by quadfather on Aug 9, 2024 10:33:04 GMT
Argh, it's 1 bloody command (mouselook) off absolute greatness!
|
|
|
Post by Duffking on Aug 9, 2024 10:35:00 GMT
Curiously, the traditional command line arguments do work on the new port (-iwad, -pwad) etc, BUT they expect backslashes and not forward slashes. Which means it doesn't work with doomrunner/other launchers. Hopefully they can change that.
|
|
Aunty Treats
Junior Member
Delivering tasty treats to the townsfolk
Posts: 1,030
Member is Online
|
Post by Aunty Treats on Aug 9, 2024 10:36:27 GMT
Nice to see a publisher treating an old series (especially one they acquired) with such reverence. This wasn't even needed as everyone was happy enough with what we had (and even then they'd added a decent amount of extra stuff to)
Quake 2 is great. Q3A was amazing
|
|
quadfather
Full Member
Posts: 7,248
Member is Online
|
Post by quadfather on Aug 9, 2024 10:40:24 GMT
Curiously, the traditional command line arguments do work on the new port (-iwad, -pwad) etc, BUT they expect backslashes and not forward slashes. Which means it doesn't work with doomrunner/other launchers. Hopefully they can change that. I tried using different input methods for mouselook, but if you simply type help and look through, it isn't there as an option anyway. BALLS. FUCKING BIG BALLS OF BASTARDNESS.
|
|
|
Post by Duffking on Aug 9, 2024 10:47:01 GMT
I bet it'll be added in an update. If you select software rendering it specifically says "warp" but that would only happen if you look up and down...
|
|
quadfather
Full Member
Posts: 7,248
Member is Online
|
Post by quadfather on Aug 9, 2024 10:57:59 GMT
I bet it'll be added in an update. If you select software rendering it specifically says "warp" but that would only happen if you look up and down... Hope so as it would finish it off and I can use this version with the new soundtrack. That'd be nice. I can see other people on steam asking the same
|
|
wunty
Full Member
Pastry Forward
Posts: 6,673
|
Post by wunty on Aug 9, 2024 11:02:04 GMT
I noticed they have the MyHouse mod on there. Tried to have a look last night and it spawned me in a small crate filled room I couldn't leave, so it doesn't seem to work. Hopefully it gets sorted as I would love to play through that again on t'telly.
|
|
|
Post by Duffking on Aug 9, 2024 11:09:35 GMT
I noticed they have the MyHouse mod on there. Tried to have a look last night and it spawned me in a small crate filled room I couldn't leave, so it doesn't seem to work. Hopefully it gets sorted as I would love to play through that again on t'telly. I can say with relative confidence it's unlikely MyHouse will ever work in this port. There's technically 2 wads - even the basic MyHouse.wad that doesn't have any of the "special" stuff, shall we say, actually still makes use of GZDoom-specific tech to handle the seamless teleporting/portals that lets it fake the room-on-top-of-room stuff. Then there's MyHouse.pk3 which is the real thing, which is EXTREMELY GZDoom dependent. For the same reason, you'll never be able to use Voxel Doom with this port. It's effectively something that was made for another game engine, that also happens to run Doom. It loads because they share the file format, but there's no way this port can do anything with it.
|
|
quadfather
Full Member
Posts: 7,248
Member is Online
|
Post by quadfather on Aug 9, 2024 11:15:42 GMT
I might just use this new version to listen to the soundtrack and gz when j want to actually play it
Wonder if it's on Spotify
|
|
wunty
Full Member
Pastry Forward
Posts: 6,673
|
Post by wunty on Aug 9, 2024 11:16:01 GMT
Yeah I can rememebr a bit of fannying to install and run it originally. Was quite surprised to see the mod itself on the mod list but not sure where that list is drawn from. I presumed it was there because it had been tested / adapted but it seems not!
|
|
|
Post by Duffking on Aug 9, 2024 11:18:53 GMT
Yeah I can rememebr a bit of fannying to install and run it originally. Was quite surprised to see the mod itself on the mod list but not sure where that list is drawn from. I presumed it was there because it had been tested / adapted but it seems not! If you play on PC, there's an extra option there that says "Upload Mod". Basically, literally anyone can just upload whatever the fuck they want at the moment, regardless of if they made it or not. It does some validation that the maps launch without crashing and that's it. The stuff in the curated section is the "approved" stuff, the rest is just the wild west.
|
|
wunty
Full Member
Pastry Forward
Posts: 6,673
|
Post by wunty on Aug 9, 2024 11:43:25 GMT
Gotcha. Shame but it's no biggie. I've played it before. Just quite chuffed it seemed to be on there. More than enough content outwith though.
Plus that soundtrack...lovely stuff.
|
|
quadfather
Full Member
Posts: 7,248
Member is Online
|
Post by quadfather on Aug 9, 2024 11:43:55 GMT
It might bring the mappers out again. Always a good thing
Christ, I remember making my own maps years ago.
Where does the time go etc
|
|
|
Post by Duffking on Aug 9, 2024 11:46:18 GMT
The mappers never went away! Tons of great stuff every year, and over the last few years it's been very active. Take a look through the cacowards archives if you want to see some of the best: www.doomworld.com/cacowards/
|
|
wunty
Full Member
Pastry Forward
Posts: 6,673
|
Post by wunty on Aug 9, 2024 11:46:49 GMT
Who was the forumite that made an awesome Doom map that got featured on EG. Bauul was it?
|
|
quadfather
Full Member
Posts: 7,248
Member is Online
|
Post by quadfather on Aug 9, 2024 11:54:56 GMT
Yeah that's the guy
|
|
quadfather
Full Member
Posts: 7,248
Member is Online
|
Post by quadfather on Aug 9, 2024 11:55:17 GMT
The mappers never went away! Tons of great stuff every year, and over the last few years it's been very active. Take a look through the cacowards archives if you want to see some of the best: www.doomworld.com/cacowards/Yup, there's millions! They should do a competition
|
|
|
Post by Duffking on Aug 9, 2024 13:40:34 GMT
Now seems a good time to say that I finished a play of vanilla Doom 2 this week and it has reinforced my opinion that as a standalone game, Doom 2 actually kinda sucks compared to the first. There's just two many maps that are absolute duds once you get past Dead Simple, just full of big boring spaces that have no flow whatsoever. Sandy Petersen was responsible for most of them - the occasional Romero/McGee map tends to be pretty good.
Where it shines is as a modding platform, the extra enemies and super shotgun gave people the opportunity to run with it and make way better stuff. TNT really sucks ass as well, but Plutonia is an absolute slice of ball breaking excellence.
|
|
quadfather
Full Member
Posts: 7,248
Member is Online
|
Post by quadfather on Aug 9, 2024 13:46:44 GMT
I find the maps are quite divisive. See, I quite like the sprawling mad ones that have no flow. They give me a weird sort of liminal spaces type of feel. I'm thinking specifically at this moment of level 24: the chasm. It's an absolute pain in the arse to navigate, but there is just something about it.
I also am easily swayed by the music for the levels. If one level has a soundtrack I'm not overly fond of, I've noticed I just get through it as quickly as possible.
Humans, eh.
|
|
|
Post by Bill in the rain on Aug 9, 2024 13:58:03 GMT
I think I played Doom 2 first (other than a bit of Doom1 shareware on a mate's PC) so after that going back to Doom 1 never grabbed me. I also really liked the big weird spaces, which felt really epic at the time. I'm not sure any game has ever matched that for me since, even the ones with huge open worlds. Ones like The Chasm with really narrow walkways are gonna be a pain to play on a console!
PS/ Grabbed my free Doom1+2 on the switch eshop, so thanks for mentioning it here!
|
|
Aunty Treats
Junior Member
Delivering tasty treats to the townsfolk
Posts: 1,030
Member is Online
|
Post by Aunty Treats on Aug 9, 2024 14:15:14 GMT
Without the extra enemies and super shotgun, original Doom just feels a bit tame. I also don't mind the levels in 2 but then they basically get a free pass in my brain because they're 'official' so I'm not as critical of them as I would be of custom stuff. I have nostalgia for them anyway Plutonia is good but I don't think it's better than the main game. I don't like slaughter maps at all and difficulty isn't the be all and end all. I found some of the maps in Eviternity way more sprawling and messy than anything in base Doom 2 to the point where I just got sick of it
TNT is properly shit though. I can't remember if I've actually finished it. Probably have at some point
|
|
wunty
Full Member
Pastry Forward
Posts: 6,673
|
Post by wunty on Aug 9, 2024 14:31:00 GMT
Doom 2 is always a bit hazy in my mind. It's Doom that I always remember. I always remember being disappointed that Doom 2 was on Earth but in no way shape or form that was actually recognisable. Because of the technical limitations of the time, games worked best when they strayed away from more grounded recognisable settings. Mars bases and then Hell were an easier sell than a city.
|
|
Aunty Treats
Junior Member
Delivering tasty treats to the townsfolk
Posts: 1,030
Member is Online
|
Post by Aunty Treats on Aug 9, 2024 14:37:38 GMT
What about the city map with all the windows with imps in like a sexy evil red light district
|
|
|
Post by Duffking on Aug 9, 2024 14:41:11 GMT
My personal opinion is that if you had to draw a big fuckin arrow on the ground that's visible from the automap your level was a failure
|
|
wunty
Full Member
Pastry Forward
Posts: 6,673
|
Post by wunty on Aug 9, 2024 14:41:32 GMT
Hmm, those are the best types of red light districts.
|
|
Aunty Treats
Junior Member
Delivering tasty treats to the townsfolk
Posts: 1,030
Member is Online
|
Post by Aunty Treats on Aug 9, 2024 14:45:05 GMT
My personal opinion is that if you had to draw a big fuckin arrow on the ground that's visible from the automap your level was a failure That's basically all games now though innit. Ahead of its time
|
|
quadfather
Full Member
Posts: 7,248
Member is Online
|
Post by quadfather on Aug 9, 2024 14:50:57 GMT
It's still pissing me off that this new iteration hasn't got mouselook. Yet.
I want to go through the soundtrack goddammit
|
|
|
Post by Duffking on Aug 9, 2024 14:51:31 GMT
The dev about mouse look given that there's D3D/Vulkan:
I don't personally fully agree with their take tbh. DSDA doom has full mouse look and while it can cause some weirdness with vanilla format maps, I don't see an issue with having it as an option.
Does mean I probably won't bother with this port version though; if I want a vanilla-close implementation with some QoL improvements that's Nugget Doom. If I want mouse look that's DSDA.
|
|