DOOM + DOOM II

DOOM + DOOM II

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ronaldinho 17 lutego o 14:16
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how can an official port be this awful?
let’s talk about the doom i + doom ii steam port.

while it’s great that bethesda updated the official version with widescreen support, add-ons, and some QoL improvements, it still falls way behind what other sourceports offer. and to make things worse, a lot of people are reporting constant crashes that make it borderline unplayable.

if you’ve used ports like gzdoom, dsda-doom, prboom+, or even crispy doom, you’ll immediately notice how much is lacking in the official version:

:steamthumbsdown: no proper mod support – you can play add-ons, but loading custom wads like you would in gzdoom is a nightmare.
:steamthumbsdown: no advanced graphics options – no filters, lighting enhancements, or smooth interpolation. just barebones settings.
:steamthumbsdown: limited controls – no real customization beyond the basics, and some input delay issues.
:steamthumbsdown: missing advanced gameplay features – things like uncapped framerate, improved physics, and quality-of-life fixes found in other ports are nowhere to be seen.

and thats not even getting into the worst part...
crashes.
:steamsalty: on top of all that, people are reporting tons of crashes. common problems include crashing while loading a save, getting to a certain point in a map or even just finishing a level.
for an official release, this is unacceptable, especially when the community has already built stable, feature-rich sourceports that don’t have these issues.

bethesda/id really needs to fix the crashes ASAP. right now, the best way to play classic doom is still through community-made sourceports, which says a lot. what do you guys think? are the crashes making it unplayable for you too?
Początkowo opublikowane przez Jackass of Doom:
The crashes are infuriating. I uninstalled this port because of this.
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Seamus 17 lutego o 14:19 
Początkowo opublikowane przez Gorillo:
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no advanced graphics options – no filters, lighting enhancements, or smooth interpolation. just barebones settings.
This isn't a negative. In any way.
It's Bethesda. Even when they're taking other people's work, it's still bug city and needs unofficial fan patches to be playable.
Początkowo opublikowane przez Gorillo:
:steamthumbsdown: missing advanced gameplay features – things like uncapped framerate
What? This port can do any arbitrary framerate, and that's blatantly obvious if you spend even just 5 seconds looking at it. I don't recall if there's literally a "don't cap the framerate at all" option, but it can certainly do 144 FPS on my display just fine.

If you're saying "no it doesn't count because it uses interpolation", well, bad news for you: That's how all source ports handle uncapping the framerate.
Seamus 17 lutego o 17:28 
Początkowo opublikowane przez Space Detective:
Początkowo opublikowane przez Gorillo:
:steamthumbsdown: missing advanced gameplay features – things like uncapped framerate
What? This port can do any arbitrary framerate, and that's blatantly obvious if you spend even just 5 seconds looking at it. I don't recall if there's literally a "don't cap the framerate at all" option, but it can certainly do 144 FPS on my display just fine.

If you're saying "no it doesn't count because it uses interpolation", well, bad news for you: That's how all source ports handle uncapping the framerate.
Yeah, this post just screams "I wanted gzdoom on steam"
Autor oznaczył ten post jako odpowiedź na oryginalny wątek.
The crashes are infuriating. I uninstalled this port because of this.
Bait used to be believable
I'll limit to counting on one hand the features that are still have no reason to be missing (make me 🤨 raise brow in disbelief) while i understand that these are the remnants of PC-dooming and this is cross-platform but anyway these are why i keep other engines bookmarked

1. mouse y-movement (toggleable or together with Strafe modifier button)
2. F2/F3 for save/load menu (and F10 to quit, F11 to gamma cycle)
3. Pause key (useful to mute music and go alt-tab to other PC stuff)

4. manual naming of save files, optional start-level autosaves per-iwad/pwad, showing saves for currently loaded iwad/pwad first or highlighted in the list
5. more choices of minimal HUDs, HUD/map transparency, HUD scaling, timer, leaving markers on automap

that said, all the best wishes for this engine, hoping doom (and i, yeah lol) will live another 30 years
Ostatnio edytowany przez: benakenobi; 17 lutego o 22:45
I want

* stability
* the graphics renderer options we had in Doom Legacy 5000 years ago

things that I want but devs are not smart enough to accomplish:

* actual anti-cheat measures
* "rewind" netcode (used in online fighting games), to level the playing field between high-ping and low-ping users of hitscan weapons, and also to compensate for packet aggregation, which this netcode has zero compensation for
Ostatnio edytowany przez: SVG shizentai; 18 lutego o 0:26
Seamus 18 lutego o 1:01 
Początkowo opublikowane przez SVG shizentai:
* the graphics renderer options we had in Doom Legacy 5000 years ago
Or, hear me out here: You could just go use doom legacy. Because that's not something that belongs in something like the rum and raisin doom's renderer.
Ostatnio edytowany przez: Seamus; 18 lutego o 1:02
Początkowo opublikowane przez Seamus:
Or, hear me out here: You could just go use doom legacy. Because that's not something that belongs in something like the rum and raisin doom's renderer.

I already heard you in other threads and you continue to be wrong. There's nothing wrong with including basic graphics options in the official Doom port. It's basic courtesy and it is commonplace in old games which are updated to run on modern hardware.

Running it without being able to turn on even texture filtering or MSAA, is ridiculous and lazy.
Seamus 18 lutego o 2:18 
Początkowo opublikowane przez SVG shizentai:
There's nothing wrong with including basic graphics options in the official Doom port.
Modifying the look of the game in a port intended to be visually faithful beyond resolution/framerate IS wrong. And things like doom legacy did is outside the scope of what the port wanted to do.
Running it without being able to turn on even texture filtering or MSAA, is ridiculous and lazy.
Ah, yes. All those software renderers with filtered textures and msaa.
Ostatnio edytowany przez: Seamus; 18 lutego o 2:19
Początkowo opublikowane przez SVG shizentai:
it is commonplace in old games which are updated to run on modern hardware.
That doesn't mean all of them do it, or that all of them did it successfully, or that all of them were even right to do it in the first place.

Like, I'm not going to lie and say there aren't some options I'd like to see, but I think it is fair to limit the player's options for the sake of preserving the original presentation or artwork.
Running it without being able to turn on even texture filtering or MSAA, is ridiculous and lazy.
Putting aside that both requests are pretty much impossible with the renderer as implemented (your GPU is only being used to present the final frame, all rendering is done in software on the CPU), texture filtering IMO is ♥♥♥♥♥♥♥ gross when applied to a game with low-res textures like DOOM. It just makes everything blurry or smeary, and obscures the details in pixel art.
"oh but xBRZ looks amaz-" yeah miss me with that ♥♥♥♥, it looks terrible too. I mean, I guess that can work in some circumstances, but DOOM is not one of them.

Opinionated? Yeah sure, but look at it this way: If you were remastering a game, you would want it to be presented in the best possible light visually-speaking, right? And if you disliked texture filtering, you probably wouldn't want players to have the ability to enable it and play DOOM as if Doomguy smeared vaseline over his helmet.

(No comment on anti-aliasing meanwhile; I know that it can work really well when a game has no mipmaps, but I find it dicey to be combining sprites with anti-aliasing.)
Ostatnio edytowany przez: Space Detective; 18 lutego o 3:30
anti-aliasing works in this game if selected via graphics driver controls in forms of FXAA on Nvidia or CMAA on Intel.

have tried DSR on Nvidia, but here on driver version 560 the game doesn't like it and resets back to 1920x1080 when i select bigger virtual resolutions
Początkowo opublikowane przez benakenobi:
anti-aliasing works in this game if selected via graphics driver controls in forms of FXAA on Nvidia or CMAA on Intel.

have tried DSR on Nvidia, but here on driver version 560 the game doesn't like it and resets back to 1920x1080 when i select bigger virtual resolutions
They said "MSAA", so they presumably mean proper anti-aliasing rather than post-processing methods like FXAA.
DSR, I guess that might be fine if it worked, idk. Though you'd probably be hitting the CPU hard.
Ostatnio edytowany przez: Space Detective; 18 lutego o 3:49
Seamus 18 lutego o 22:31 
Początkowo opublikowane przez SVG shizentai:
Now you're playing dumb and pretending you don't understand that options are optional.
And you're ignoring design intent for the port.
Go away already.
Take your own advice.
developers choosing to do internal rendering in software, which doesn't allow any cool stuff to be turned on, was a mistake entirely of their own making.
In your opinion. Your opinion is also garbage.
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