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will classic doom and doom 64 ever see a lobby to play online? i know the original netcode wasn't very good but it is better to have something like that here instead of having to hunt in source-ports where everyone just plays mods
Doom 64 never had multiplayer and very much isn't designed for it, so it's rather moot to include that in your question.
The closes you will find for both Classic and Doom 64 is the ZDaemon and Zandronum Source-Ports, as both have their own servers where people play daily, just not the original campaigns.
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Edward850: Doom 64 never had multiplayer and very much isn't designed for it, so it's rather moot to include that in your question.
no it isn't moot because the question itself doesn't deal with bringing original features, furthermore the classic doom didn't have a lobby to begin with, that was done by third party software

what a stupid thing to be pedantic about

EDIT: and before you come with a haha moment, don't you dare compare the process of waiting other players to join a game in the network with a list of rooms that is obtained online, outside of the old IPX protocol that was used back then
Post edited August 11, 2023 by pvresovl
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Edward850: Doom 64 never had multiplayer and very much isn't designed for it, so it's rather moot to include that in your question.
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pvresovl: no it isn't moot because the question itself doesn't deal with bringing original features, furthermore the classic doom didn't have a lobby to begin with, that was done by third party software

what a stupid thing to be pedantic about

EDIT: and before you come with a haha moment, don't you dare compare the process of waiting other players to join a game in the network with a list of rooms that is obtained online, outside of the old IPX protocol that was used back then
I appreciate what you're saying but Doom 64 is uniquely incapable of any sort of co-op. The level design implemented a sort of brute force workaround to provide "room over room" in it's pseudo-3D maps. Namely, walking over certain sectors activated unique scripting that forcibly "shoved" levels in areas outside the player's view. So, a section that was formerly the bottom floor is, off screen, suddenly "shoved up" (and retextured) to become the upper floor "above" it. As you might imagine, this makes co-op completely impossible, as there would be situations where one player was on the "bottom floor" and one was on the "top" and the scripting can't do both at once.

Now, multiplayer combat is another story. That's doable, but there are no such maps designed for the game. They'd have to do them from scratch, and frankly, at that point it's better to just make more maps for the Doom 1/2 engine.
fair, any possibility of GOG giving a lobby system for DOS games such as the original doom? or even doom enhanced devs adding multiplayer lobbies or any capability of playing online through lobbies or even servers?
This is a question to put to Nerve, Id, Bethesda, or Microsoft. I would love to see LAN and hosted online play features added to Classic Doom Enhanced as well, but GOG simply don't have a say in such things.
I honestly find it REALLY unfair that the Quake remasters have not only online multiplayer, but also CROSSPLAY multiplayer where people can play with others on PC and console, meanwhile the enhanced Unity ports of DOOM and DOOM II are stuck with local multiplayer and nothing else (and no, I don't consider using Parsec or Steam Remote Play as an alternative to get "online" multiplayer for these ports). As much as I like the enhanced DOOM ports, It really bothers me that the games the literally defined deathmatch and network-based multiplayer long before Quake took its place are given this treatment for its multiplayer component (among many other things).
Post edited August 23, 2023 by AmethystViper
I don't know if there's a major engine difference between the Quake originals and remasters (besides graphical), but those games have always allowed cross play (I even remember Q3A was console vs desktop too). As long as you could use the same versions & connect via TCP/IP, it would work.

I'm guessing since Doom was in a different engine, that's why. They didn't feel like rebuilding all that stuff to work in MP.

I'm not sure what the Doom remakes are, but my copy of Doom Eternal just included the game .wad's & those work in a custom Doom engine w/o issue.
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The Happy Friar: I don't know if there's a major engine difference between the Quake originals and remasters (besides graphical), but those games have always allowed cross play (I even remember Q3A was console vs desktop too). As long as you could use the same versions & connect via TCP/IP, it would work.

I'm guessing since Doom was in a different engine, that's why. They didn't feel like rebuilding all that stuff to work in MP.

I'm not sure what the Doom remakes are, but my copy of Doom Eternal just included the game .wad's & those work in a custom Doom engine w/o issue.
Doom 64 and Quake are still using their original game engines, but those engines are nested inside of the Nightdive Kex engine. What Nightdive built is probably more usefully called a framework, which allows code to easily be ported across hardware without needing to alter the engine nested inside. As a result, both of those games can easily support crossplay. Doom and Doom 2's remasters however aren't in Kex, being made by Nerve instead. They may be using a framework like Kex to make the games easier to port, but online multiplayer of any kind, from dedicated server to direct IP connection isn't supported at all in those games, unfortunately. I'd love for them to add such features down the line too though, but crossplay may end up being a bit trickier in those cases. Maybe not though, depending on how Nerve did things.
I've never been interested in buying doom/d][ on pc again because I've bought it several times already (last copy I bought included 1/2/tnt/plut on cd) but maybe I will with the current sale to take a look.

Does the remaster just include wad's though, or did they change the content format too?
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The Happy Friar: I've never been interested in buying doom/d][ on pc again because I've bought it several times already (last copy I bought included 1/2/tnt/plut on cd) but maybe I will with the current sale to take a look.

Does the remaster just include wad's though, or did they change the content format too?
On GOG, you get both the original DOS version and the Enhanced remaster as separate entries, and yes, the current versions of the remaster still uses WAD files. The base DOOM I and II Enhanced remasters have their own unique Doom I and II IWAD found in the <doom I/II enhanced>\<game name>_Data\StreamingAssets folder. I can attest to this since I put together patches using community-made mods as well as the original Doom I and II assets to restore altered content and add widescreen art in places where they are missing for the both of the respective games and their add-ons.
Post edited September 23, 2023 by AmethystViper
I just realized something. The Switch version of Doom/D2 has the same features as the PC Enhanced, I'm betting it's the way it is on PC because then there's one engine with multiple compiles for multiple OS's. The Switch version doesn't support cross platform or network/internet play, so it seems they use the same engine.

I guess that would of been easier then building the Doom OS to be console copmatible.