DOOM + DOOM II

DOOM + DOOM II

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Jømp Aug 26, 2024 @ 7:11pm
MyHouse wad
Crashes, any ideas&
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Showing 1-15 of 46 comments
Space Detective Aug 26, 2024 @ 7:17pm 
ZDoom-based wad, won't work in this remaster.
Download GZDoom or something.
NT Aug 26, 2024 @ 7:24pm 
Use GZdoom, noobie.
Jømp Aug 26, 2024 @ 7:43pm 
Why its in mod section tho
Seamus Aug 26, 2024 @ 7:48pm 
Because stupid people keep uploading incompatible wads.
Space Detective Aug 26, 2024 @ 7:50pm 
Originally posted by Jømp:
Why its in mod section tho
The mod section is mostly community uploads, and it is comically unmoderated; at least at this moment in time.
I'd recommend sticking to the featured mods list; which are manually curated by the devs, or using the Google Drive link linked in the below thread for a list of mods that are sure to work with the remaster (make sure to pay attention to the uploader):

https://www.doomworld.com/forum/topic/147219-nightdives-doom-curated-community-list-of-classic-doom-mods/
Last edited by Space Detective; Aug 26, 2024 @ 7:57pm
AWMonopolyMan Aug 26, 2024 @ 8:33pm 
My biggest grievance right now is certain mods have borked saves on console, so even if I wanna save and take a break and stop, I can’t.
BlueCollarFurry Aug 26, 2024 @ 9:59pm 
It's designed for GZDoom and uses a bunch of GZDoom specific advanced features so it won't work properly with this port that's PrBoom based

It's in the mod database because anyone can upload anything and as of now Nightdive doesn't have any moderation going through and making sure everything works
Last edited by BlueCollarFurry; Aug 26, 2024 @ 10:00pm
Space Detective Aug 26, 2024 @ 10:08pm 
Originally posted by BlueCollarFurry:
it won't work properly with this port that's PrBoom based
More accurate to say that it's Boom-compatible (or MBF-compatible, or MBF21-compatible)*, as no actual code is used from PrBoom; features were implemented through clean room reimplementation. Indeed, this port is derived from the Nerve Software family like BFG Edition and the Unity port, and Rum and Raisin Doom which this port sources code from is derived from Chocolate Doom.

*Putting aside that due to that aforementioned clean room approach, the Boom/MBF/MBF21 compatibility has some issues and isn't perfect.
Last edited by Space Detective; Aug 26, 2024 @ 10:10pm
BlueCollarFurry Aug 26, 2024 @ 10:21pm 
Originally posted by I <3 SAO:
Originally posted by BlueCollarFurry:
it won't work properly with this port that's PrBoom based
More accurate to say that it's Boom-compatible (or MBF-compatible, or MBF21-compatible)*, as no actual code is used from PrBoom; features were implemented through clean room reimplementation. Indeed, this port is derived from the Nerve Software family like BFG Edition and the Unity port, and Rum and Raisin Doom which this port sources code from is derived from Chocolate Doom.

*Putting aside that due to that aforementioned clean room approach, the Boom/MBF/MBF21 compatibility has some issues and isn't perfect.

I could swear I read somewhere they used some open-source code to implement the PrBoom compatibility rather than completely emulating it
Space Detective Aug 26, 2024 @ 10:32pm 
Originally posted by BlueCollarFurry:
I could swear I read somewhere they used some open-source code to implement the PrBoom compatibility rather than completely emulating it
I think that was the clean room reimplementation I mentioned, apparently they licensed it from the guy who does Rum and Raisin Doom.
BlueCollarFurry Aug 26, 2024 @ 11:06pm 
Originally posted by I <3 SAO:
Originally posted by BlueCollarFurry:
I could swear I read somewhere they used some open-source code to implement the PrBoom compatibility rather than completely emulating it
I think that was the clean room reimplementation I mentioned, apparently they licensed it from the guy who does Rum and Raisin Doom.

Using someone else's clean room reverse-engineering is a really weird shortcut, I wonder if Bethesda gave them way to short a deadline to have the remaster launched
Space Detective Aug 26, 2024 @ 11:20pm 
Originally posted by BlueCollarFurry:
Using someone else's clean room reverse-engineering is a really weird shortcut, I wonder if Bethesda gave them way to short a deadline to have the remaster launched
I have seen some developer comments that to me seemed to indicate there may've been a deadline to get this out for QuakeCon, but that's purely my interpretation of a small group of forum posts with no explicit statement of such.
Ikagura Aug 27, 2024 @ 6:26am 
Is this mod that good?
Jømp Aug 27, 2024 @ 6:27am 
Originally posted by Ikagura:
Is this mod that good?
WAD is fantastic watch some youtube, its mind blowing stuff)))
Ikagura Aug 27, 2024 @ 6:34am 
Originally posted by Jømp:
Originally posted by Ikagura:
Is this mod that good?
WAD is fantastic watch some youtube, its mind blowing stuff)))
Since it's a pk3 under GZDoom it kinda breaks the immersion about the whole "floors over floors cannot work in Doom" while it's not a simple wad under vanilla Doom.
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Date Posted: Aug 26, 2024 @ 7:11pm
Posts: 46