Doom + Doom II

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Doom + Doom II
DoomplusDoomII inital.jpg

The initial game selection screen

Codebase Linux Doom, Doom Classic Unity port, Rum and Raisin Doom
Developer(s) id Software, Nightdive Studios
Initial release 1.0.2279 (2024-08-08, 6 months ago)
Latest release 1.0.2676 (2025-01-28, 17 days ago)
Development status Active
Written in C++, HTML5
Target platform Windows, Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5, Nintendo Switch
License Closed

Doom + Doom II is the successor to the Doom Classic Unity port, replacing it on most store fronts,[1] based on the KEX Engine and released on August 8, 2024.[2] It was released on computers via Steam, GOG.com, Epic Games Store, and Microsoft Store. On consoles it was released on the Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5, and Nintendo Switch.

Update 1 on October 3, 2024, brought a sizable number of improvement and fixes.[3] Update 2 on January 28, 2025, added multiplayer mod support, mod compatibility updates, and further improvements and fixes.[4]

Architecture[edit]

Like other Nightdive re-releases, this port uses the KEX engine as a shell, replacing the Unity shell from its predecessor. The engine features a game selection screen, allowing to choose which title to play from the list of The Ultimate Doom, Doom II, Master Levels for Doom II, TNT: Evilution, The Plutonia Experiment, No Rest for the Living, SIGIL, and Legacy of Rust. This selection screen and the in-game menus are implemented as an HTML page.

The clean room implementation of the Boom, MBF and MBF21 standards, by Ethan Watson (GooberMan), first used by Rum and Raisin Doom was licensed to create this port, as well as RNR24, the standard which became ID24. It also provides multi-threaded software rendering, allowing the games to be played in high resolution at and above 60 FPS despite not using hardware accelerated rendering.

New data needed by the port are found in two files, extras.wad (inherited from the previous re-release) and Common.kpf.

Codename[edit]

The development codename of the project was "Osiris 2.0". This can be seen on its demo signature of OSRS2, the name of the offline GOG.com installer, the name shown on the PlayStation trophy menu, or the executable's metadata showing its original name was osiris2.exe. This name was first publicly mentioned in the context of the previous Doom Classic Unity version by Pete Hines during the keynote of QuakeCon 2019, though the context of his comment was not at the time widely understood - at the time it referred to both the ongoing Unity and Doom 64 projects.

New content[edit]

Features[edit]

  • Compatible with the Boom, MBF and MBF21 standards
  • A new standard: ID24
  • Controller support
  • Weapon selection (with LB and RB on controllers)
  • Mod selection menu
  • DeHackEd support
  • Achievements
  • 16 player network play with a new drop-in/out netcode
  • 8 player split-screen on Xbox Series X|S and PC, 4 players on other consoles & platforms
  • A console
  • Controller speaker output for actions such as picking up items and being hurt
  • id Vault, a collection of assets from the development of Doom and Doom II

Changes[edit]

The following are changes and differences from the previous official releases of Doom:

  • OGG and module formats such as .it, .mod and .xm can now be played straight from a WAD as music alongside MUS and MIDI.
  • Support for the generated firesky effect from PSX Doom/Doom 64.
  • Video backend changed to Vulkan, DirectX 11 and WARP (a full software rendering layer provided by DirectX). The minimum specs does not need graphics acceleration. Additional APIs (DX12, GNM/GNMP, NVN) are used on consoles.
  • Video/screen dimensions are now fully dynamic (renderer now runs at native resolution).
  • Aspect ratio correction now uses graphical scaling rather than morphing the whole screen.
  • Specter/invisibility fuzz effect now renders per texel rather than per pixel, better matching how they look at 320x200 while running at a higher resolution.
  • Zone memory allocation has changed to using OS hardware aligned allocation rather than a heap (zone tagging still used), allowing on demand allocation of up to 128 GB (or beyond, hypothetically).
  • Internally, objects are now reference counted on removal, as a close approximation to the original stale reference actor targeting.
  • Save size limit removed. Save buffer rewritten to be in its own growable buffer rather than in frame buffer memory.
  • When restoring a save game, actors now remember their tracers and targets of any actor (XBLA only remembered if the player was targeted, and 1.9 did not remember any targets at all) with a pre/post indexing serialization step.
  • 3D sound support updated to work natively as part of Doom's audio functions.
  • Switch sounds now play on their lines rather than the sector origin. This also fixes the bug where switch sounds were played in full volume due to uninitialized data.
  • Secret sound now played from the player. Unity previously played this from the UI.
  • Actors can now play sounds from multiple channels at once (affects the arachnotron walk sound so it no longer overlaps the idle sound).
  • Vanilla limits removed such as platforms, active switches and visplanes (visplanes in fact no longer exist in the renderer).
  • Visual bobbing behavior updated to now work independently between the renderer and simulation, this allows the user to change or even disable the bobbing without it affecting weapon lower timing.
  • The arch-vile fire now spawns in the correct initial position. (The original behavior was too noticeable with subframe interpolation and created a flashing effect.)

Multiplayer changes[edit]

  • Internally, the player limit of 4 is removed and player counts can now be allocated fully dynamically. For this release the limit is 16 enforced by the UI.
  • Deathmatch start limit removed (previously 10). Additionally the minimum is now 1 rather than 4.
  • Players can now spawn dynamically in co-op if no start for them is available, or around other players if there is no room to spawn.
  • Players can now connect at any time, and their body is removed if they disconnect.
  • Four additional player colors added: yellow, blue, navy and magenta.
  • Friendly fire can now be disabled in co-op, which disables both damage and projectile collisions.
  • The player's third person sprite now renders using the invulnerability colormap while invulnerable, mimicking the behavior originally introduced in Skulltag.
  • Splitscreen now functions in network games (XBLA previously only allowed these to function independently).

New "deathmatch 3" gamemode style.

  • Weapons stay, items respawn.
  • Invulnerability and invisibility spheres now respawn along with everything else.
  • Invulnerability now lasts only 15 seconds instead of 30.

New gamemode "alt co-op" (also known as modern co-op).

  • Players now only respawn when another player who is still alive is deemed safe enough to spawn on, based on if they are attacking or being sighted by enemies.
  • All players being dead will reset the level, similar to singleplayer.
  • Players respawn nearby others rather than at the start of the level.
  • Each player has their own instance of the available ammo and health pickups (multiple players can pickup the same item, but they can each only pickup that item once). This does not affect items flagged for multiplayer.

Map changes[edit]

Doom.wad

  • Softlock fix on E2M4 if the yellow door is used on the reverse side.
  • Moved player starts 3 and 4 in E4M7 to be near the others where previously they were right next to the exit.

Doom2.wad

  • MAP20 exit portal now uses the Hell sky, as the engine can now use two skies in a single level.

TNT.wad

  • Softlock fix on MAP06 in the start room (the lift can now be reused if it is triggered at the wrong time).
  • Nodes fixed on MAP31.

Included files[edit]

References[edit]

  1. The Google Play Store (Android) and the App Store (iOS) have not received the re-release, and still use the Unity port.
  2.  (8 August 2024). "DOOM + DOOM II Release Notes." Steam. Retrieved 9 August 2024.
  3.  (3 October 2024). "DOOM + DOOM II Update 1 Release Notes." Steam. Retrieved 11 December 2024.
  4.  (28 January 2025). "DOOM + DOOM II Update 2 Release Notes." Steam. Retrieved 28 January 2025.


Games in the Doom series
Classic Doom
Doom 3 Doom 3

Expansions: Doom 3: Resurrection of EvilThe Lost Mission

Official ports: Doom 3: BFG EditionDoom 3 (2019 version)Doom 3: VR Edition

Related: id Tech 4

Doom (2016+) Doom (2016)Doom VFRDoom EternalDoom: The Dark Ages

Expansions: The Ancient Gods, Part OneThe Ancient Gods, Part Two

Related: Development of Doom (2016)id Tech 6id Tech 7

Mobile games Doom RPGDoom II RPGDoom ResurrectionMighty Doom
Canceled games Doom AbsolutionDoom 4 1.0
Tabletop Doom: The BoardgameDoom: The Board GameAssault on Armaros Station
Related: Commercial gamesExpanded universeList of booksList of commercial compilations
Nightdive Studios
NightDiveStudiosLogo.png
Source code genealogy
Based on Name Base for
Doom Classic Unity port Doom + Doom II None
KEX Engine
Rum and Raisin Doom