DOOM.Update.1.to.5-PLAZA

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TheMaster
Posts: 416
Joined: 30 Jul 2014, 04:06
Location: 4th Reich HQ, Antarctica

This weighs in at a hefty 23.90 GB! Any chance you guys might consider taking a look at this to see if it can be reduced in size somewhat as a repack?
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oncehere
Posts: 3
Joined: 10 Dec 2016, 09:52

Also through some file checks from the Plaza rls it's not possible to update...
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KiNG
Posts: 3513
Joined: 23 Jun 2012, 15:41

i was told its all for multiplayer, dunno how true that is, i was waiting for the new dlc before redoing the whole lot.
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oncehere
Posts: 3
Joined: 10 Dec 2016, 09:52

Denuvo has been removed...
Here are the Singleplayer only changes

Update 4:
Additional DOOM Single Player Consistency
Additional DOOM weapon upgrades from Campaign – mastery versions of the HAR and Combat Shotgun
Campaign-styled communication HUD elements
Editable interactable GUI
Additional FX and Hazards
Added Rune Tablet interactable
Publish maps with Campaign intro screen and lobby
Additional equipment pickup items
Add Static keycard and weapons props
Added setting to disable hit feedback sounds
Added setting to disable damage indicators
Added setting to disable AI teleport FX
Added Berserk power-up

Miscellaneous Fixes and Additions
Added additional armor and weapon customization skins
Added Revenant player demon
Usable volumes will now work in the front of doors
Blocking Volumes (previously called Player Blocking Volumes) now default to static and visible when placed
AI can now be affected by Blocking Volumes
Some props can have their FX toggled on and off
Update 3:
Campaign

Fixes and Optimizations
Fixed an issue where exiting a Classic Map would cause the user to freeze on the Main Menu
Fixed a progression blocking issue when reloading checkpoint in Titan's Realm while picking up yellow skull in crusher room.
Fixed the Summoner and Pinky models not being visible under the Collectibles menu.
Fixed a crash which occurred when reloading Security Switches checkpoint with DOOM Classic Weapon Pose enabled in the VEGA Central Processing
Fixed cases of the Combat Shotgun Pop Rocket mod not tracking progress towards mastery.
Fixed an issue where dying at the map transition and restarting the map in next level would put your character in a broken state
Fixed an issue where turning on the Classic Weapon Pose during a weapon examination cut scene would cause a broken state
Fixed Remote Detonation mastery not incrementing if the player first uses Stun Bomb on enemy targets.
Fixed an animation issue where the Talisman Guards' legs would not move.
Fixed an issue where Mission Select does not accurately reflect the in game status of Dead Man Stalking Challenge in Kadingir Sanctum.
Various instability issues addressed.
Update 2:
Single Player
Fixes and Optimizations
Fixed an issue where performance gradually decreased in the Polar Core level
Fixed an issue where the Gauss Cannon’s charged mod alt-fire did less damage than the base fire damage
Fixed an issue where players were unable to unlock the Argent Overload achievement/trophy if they began their progress after the release of Update 1
Fixed an issue where players were unable to unlock the Tinkering trophy if they began their progress after the release of Update 1 (PS4)
Fixed an issue where some users were not able to progress weapon and rune masteries after the release of Update 1.
The “What Else Ya Got” achievement/trophy no longer is blocked for those who have not completed the “Double take” challenge.
Fixed an issue which prevented users from using Combat Shotgun mods when out of shells, with “Rich Get Richer” enabled.
Multiplayer damage indicators have been removed from the single player mode.
Fixed an issue where users experienced a crash to desktop while using current NVIDIA drivers. (PC)
Fixed an issue which prevented users from assigning menu-specific actions to the Steam controller. (PC)
Update 1:
Campaign
Added Photo Mode (You’ll find the new Photo Mode toggle in the game settings. It is
available through the pause menu once you are loaded into a map via Mission Select)
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TheMaster
Posts: 416
Joined: 30 Jul 2014, 04:06
Location: 4th Reich HQ, Antarctica

KiNG wrote:i was told its all for multiplayer, dunno how true that is, i was waiting for the new dlc before redoing the whole lot.
Yeah it has a fair bit of SP improvements as oncehere says but good call on the DLC I reckon. Might as well get some decent additional SP gameplay in there as well & do a nice package ;)
"Anger is an energy!"
- John Lydon
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oncehere
Posts: 3
Joined: 10 Dec 2016, 09:52

Aren't they multiplayer only?
On their site it says 3 Multiplayer DLCs only...

http://doom.com/en-gb/dlc
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TheMaster
Posts: 416
Joined: 30 Jul 2014, 04:06
Location: 4th Reich HQ, Antarctica

LOL! Correct! I'm pleading ignorance - I thought KiNG knew what he was talking about haha! :lol:

BUT ACTUALLY... the general thought is that MP will be cracked so that you can play on cracked servers, Tunngle, etc so probably still a good idea to do a complete package. Believe it or not there's been a few rips from here that have actually been able to be played online via Tunngle, etc with no problems - Dying Light is an example of a recent one.

Further discussion on this topic on Reddit here and here.
"Anger is an energy!"
- John Lydon
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Game Issues & Broken Link requests posted in the wrong place will be deleted!
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