New Doom/Doom II update launches, including 16 new official maps

pixeljunkie

Whilst Drunk., I Found God., Booze = Bad.,
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so that Doom III mod situation just got even weirder.

someone went through the files and it includes a .pk3 full of unused sprites that are all real images of impaled and tortured women.
jeeeeesus
 

famicommander

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'nother major update just went live. Main new feature is multiplayer for mods.

Full release notes:
Multiplayer Mods
  • Hosts need to activate the mod before entering the multiplayer menu
  • Players will need to subscribe to the same mod before joining a match
  • We recommend using room codes to join modified matches
  • Mods must be authored with Vanilla DOOM, DeHackEd, MBF21 or BOOM to be compatible

General
  • Resolved an issue in which some red doors did not display as red on the automap
  • Fixed multiple crashes reported by the community when loading game saves
  • Improved text line wrapping legibility for mod descriptions in Asian languages
  • Removed map prefix from intermission screen to be consistent with original game behavior

Multiplayer
  • Added spectator mode when players are dead and waiting to respawn in co-op mission play (it can also be initiated manually from the scoreboard button)
  • Fixed an issue in which disabling the crosshair would also turn off player name and co-op respawn text display
  • There are now more than 4 player colors available in game and on scoreboards
  • Resolved an issue in which players would lose weapons when respawning in co-op using modern rules
  • Fixed an issue in which the cross-platform friends menu could not be properly backed out of when no friends were available
  • Further optimized multiplayer networking code
  • Addressed crosshair centering issue in certain splitscreen configurations
  • Intermission animations now run at the correct speed in splitscreen mode

Modsl
  • The mod downloader can now process more than the first 100 subscribed mods


For Mod Creators on PC
  • Mod screenshots with spaces and other non-alphanumeric characters in their file names will now upload correctly in most cases

Mod Compatibility Updates
  • MBF21 instant kill sectors were incorrectly killing non-enemy actors
  • MBF21 instant kill sectors will fire immediately when a monster enters them, instead of waiting
  • BOOM and MBF21 effects that kill monsters will deal 1 million damage instead of 10000 damage in order to fix mods that used monsters with high HP values to create an invulnerable enemy
  • BOOM generic floor actions were not selecting the right neighbor when finding which sector ceiling or floor height they needed to move to
  • Players can hurt and shoot projectiles at their own voodoo dolls (aka player model / clone), to be consistent with the original game
  • ENTERPIC in UMAPINFO is correctly shown for the map you are entering instead of the map you just left
  • DeHackEd strings for BOOM keys can now be replaced through DEH patches
  • BOOM line action 242 (Deep water) will now transfer ceiling and floor lighting
  • Now avoids crashing for invalid sized demos when playing the demoloop
  • Maps using DMAPINFO will print the map name on automap, level select, and savegames
  • Changing DeHackEd ammo type will now actually change the ammo type
  • Fixed Berzerk Factor not calculating correctly in the A_WeaponMeleeAttack MBF21 codepointer
  • Fixed BTSX Episode 1 and Episode 2 demo playback not rendering fullscreen
  • Mods that override DOOM (1993) Episodes 1-3 will use the correct intermission screen
  • MBF21 A_Lower codepoint now checks for an invalid weapon before changing weapons if out of ammo
 

famicommander

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Another major patch just dropped

All Platforms
SIGIL II

  • SIGIL II is now officially included as part of the DOOM + DOOM II package. It is available from the game select menu at startup. Note: Save games from the Mods version are not compatible with the officially included version. However, the existing Mods version will remain online to users subscribed to it.
Improvements
  • When viewing a match running a mod, you will now be directed to the Mods page if you do not have the mod
Fixes
  • Fixed a crash that could occur when using the automap
  • Fixed sound issues with ceiling sounds on DOOM II MAP04 and TNT MAP04
  • Fixed a crash when playing BTSX Episode 2 in multiplayer
  • Fixed a crash that may occur when downloading or deleting many mods during the same launch
  • Custom menu logos appear at the top of the menu again when playing a mod
Mod Compatibility Fixes
  • Fixed a crash that occurred when a WAD contains a zero length sound
  • Fixed fast doors making double sounds for mods running in Boom or MBF modes
Additional Mod Fixes
PlayStation 4

  • Increased amount of space for downloaded mods to 5GB
PlayStation 5
  • Increased amount of space for downloaded mods to 20GB
 

HellioN

, What The Fuck Is This Shit?
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Neat, I'll have to make sure to update next time I fire up the PS5.
DooM³
 

famicommander

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Apparently Microsoft and Sony have some gay rule where they can't add achievements to add-on content unless the content is of a certain size, and SIGIL 2 is way too small to meet that threshold. So there won't be an achievement for completing SIGIL 2 as there is for every other episode.
 

Tung Fu ru

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Apparently Microsoft and Sony have some gay rule where they can't add achievements to add-on content unless the content is of a certain size, and SIGIL 2 is way too small to meet that threshold. So there won't be an achievement for completing SIGIL 2 as there is for every other episode.
Who fucking cares?
 

Lagduf

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Looks like the grifters and posers finally discovered Doom:

 

pixeljunkie

Whilst Drunk., I Found God., Booze = Bad.,
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Burning Fight!!

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From inexpensive copies of the first episode spreading like a virus onto every IBM PC compatible on earth to a $700 fomo box full of cheap trinkets intended to stay inside the box unused anyway.

Don’t call it goob shit, it’s the future you chose…
 

Tung Fu ru

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Kick ass only $666 for a 30 year old game and a bunch of stupid crap!
 

sirlynxalot

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Nice that they included Sigil. Been wanting to play that. Now I need to figure out how to get this on my Win 98SE machine.
It is possible to run Sigil as a mod for original dos doom, and therefore easily run it in Windows 98 or even DOS on a 486 or pentium, but you need to get a slightly modified version of the wad file that has a bit of the level geometry toned down, as the mod otherwise exceeds certain limits of the original dos game/engine. Should be readily available at places that host doom mods.
 

neo.kobe.city

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