Mortrixs19 Posted December 10, 2019 Hope this means that we'll be able to play Custom megawads in the future. Also, I hope they add the plutonia MIDI pack as an addon for the addon. I can't play plutonia without the Midi pack anymore. 7 Share this post Link to post
SovereignX9 Posted December 10, 2019 Honestly never thought I'd see the day. Wow. It's gonna be bizarre playing Plutonia's Hunted on an Xbox One. Even more bizarre to play Sigil on it. I'm honestly stoked for this. A shame I wasn't able to watch the stream 2 Share this post Link to post
Bauul Posted December 10, 2019 11 minutes ago, Mortrixs19 said: Hope this means that we'll be able to play Custom megawads in the future. According to the conversation over on Resetera, they also stated it would extend to select custom megawads. 3 Share this post Link to post
Egg Boy Posted December 10, 2019 2 minutes ago, Bauul said: According to the conversation over on Resetera, they also stated it would extend to select custom megawads. How exactly will this work? Will id have to ask permission from users? Or do they have the rights to use any community works? 1 Share this post Link to post
Lizardcommando Posted December 11, 2019 (edited) So that livestream mentioned something about periodically updating the list to include other megawads and mappacks. Besides No Left for the Living, does that mean they'll eventually go through different commercial megawads like Perdition's Gate and Master Levels and then eventually pre-source port era megawads like Requiem and Memento Mori 1 and 2? 0 Share this post Link to post
Edward850 Posted December 11, 2019 8 minutes ago, Lizardcommando said: Master Levels That's been available since launch. :P 4 Share this post Link to post
RaikohZX Posted December 11, 2019 (edited) Next thing you know you get to take Going Down with you on the Switch and dive into insanity on the go. 2 Share this post Link to post
Linguica Posted December 11, 2019 2 hours ago, Egg Boy said: How exactly will this work? Will id have to ask permission from users? It seems like it, yes. 5 Share this post Link to post
Mk7_Centipede Posted December 11, 2019 how about all the cacoward winners next? 0 Share this post Link to post
Jimmy Posted December 11, 2019 Jesus Christ how does this stuff keep happening to me. 45 Share this post Link to post
Edward850 Posted December 11, 2019 11 minutes ago, Jimmy said: Jesus Christ how does this stuff keep happening to me. Karma owes you favours? :P 4 Share this post Link to post
sponge Posted December 11, 2019 Thrilled to see that everyone is excited about the update. I'll be very excited to have it finally be playable by all. I can't be super specific, but there's bunches of more changes that haven't been covered yet, and more community content to come still! 31 Share this post Link to post
Noiser Posted December 11, 2019 (edited) I'm glad for the inclusion of Final Doom already, but now this looks even more promising! Edited December 11, 2019 by Noiser 1 Share this post Link to post
Doomkid Posted December 11, 2019 On 12/11/2019 at 10:53 AM, Egg Boy said: How exactly will this work? Will id have to ask permission from users? On 12/11/2019 at 12:23 PM, Linguica said: It seems like it, yes. Well that settles it then! *brings out megaphone* Hey id you have permission to use all of my deathmatch maps (as already stated in their text files) to give those who care about multiplayer/deathmatch a decent option! they're all limit removing, just remove those pesky copyrighted midis, ez pz :) :) Actually, I think a genuinely great choice for this would be Dwango5, once again aside from the copyrighted MIDIs. I know it's overplayed to death, but by that same logic so are all the iwads. The reason I would nominate it as one of the pwads that should be considered at some point is because it's the closest thing to a deathmatch iwad we ever got, perhaps aside from the TNT deathmatch wads or the Sigil DM maps. I know it's a stretch, but I would love for all the console Doomers out there to experience the joy of deathmatch in the game that invented it. 5 Share this post Link to post
mrthejoshmon Posted December 11, 2019 Well shit, about time we finally got Final Doom on modern consoles. 3 Share this post Link to post
Eurisko Posted December 11, 2019 I think it’s just awesome that they’ve ACTUALLY listened. It’s rare these days. id must have some serious sway with Bethesda. I hope this is the beginning of something awesome for these ports. They started out as a bit of a joke what with the issues with sound and the music being played back too slow. but now....... the future seems to have a ton of possibilities. 2 Share this post Link to post
mrthejoshmon Posted December 11, 2019 To be honest I'm wondering if the MAP02 midi for tnt will function properly or not. 2 Share this post Link to post
Gez Posted December 11, 2019 2 hours ago, mrthejoshmon said: To be honest I'm wondering if the MAP02 midi for tnt will function properly or not. These ports do not actually have MIDI support, they play recordings of the songs. 2 Share this post Link to post
whatup876 Posted December 11, 2019 15 hours ago, Revenant100 said: Oh. Well, then suck on that, Perdition's Gate! The world must know about the time Doomguy let his hair grow. 10 Share this post Link to post
unerxai Posted December 11, 2019 (edited) That moment when Classic Doom Is your actual excuse to buy a Switch. Yeah that's me. 2 Share this post Link to post
mrthejoshmon Posted December 11, 2019 2 hours ago, Gez said: These ports do not actually have MIDI support, they play recordings of the songs. Didn't actually know that, so it's like the recent Duke port where they used a recording of the midi in .ogg or something similar to that? 0 Share this post Link to post
sponge Posted December 11, 2019 4 hours ago, Gez said: These ports do not actually have MIDI support, they play recordings of the songs. Actually part of the mod support is reviving MIDI support. At the moment, the mods are using the MIDI versions, but I may re-record those with the SoundCanvas in the future, but we'd need to support pulling OGG music out of the WAD file first. 7 Share this post Link to post
seed Posted December 11, 2019 4 hours ago, Gez said: These ports do not actually have MIDI support, they play recordings of the songs. Yep. So chances are, TNT's music will be re-recorded (probably still with a SC-55 MKII running in MKI mode) for the release. I wonder how different that's going to sound. 0 Share this post Link to post
Tartlman Posted December 11, 2019 (edited) >update happens >obtain sigil >visplane overflow because the switch port isn't limit removing this is how I feel like it's gonna go forgive my ignorance lmao Edited December 11, 2019 by Tartlman 0 Share this post Link to post
Linguica Posted December 11, 2019 32 minutes ago, Tartlman said: visplane overflow because the switch port isn't limit removing What makes you think that? No Rest For The Living was limit removing. 2 Share this post Link to post
seed Posted December 11, 2019 33 minutes ago, Tartlman said: >visplane overflow because the switch port isn't limit removing Except it is. All classic Doom ports since the PSN/X360 have been limit-removing. NRFTL wouldn't have worked if they weren't, as it needs a limit-removing port. 1 Share this post Link to post
ZeMystic Posted December 11, 2019 In before they release the creation club for doom pwads. 5 Share this post Link to post
Gez Posted December 11, 2019 44 minutes ago, ZeMystic said: In before they release the creation club for doom pwads. It was called "The Master Levels for Doom II" and you are in looooooong after, not before. 7 Share this post Link to post
MadGuy Posted December 11, 2019 2 hours ago, seed said: All classic Doom ports since the PSN/X360 have been limit-removing. NRFTL wouldn't have worked if they weren't, as it needs a limit-removing port. Are you joking right ? They barely raised some limits just and only to play NRFTL. 0 Share this post Link to post