Bethesda and Id software have announced Update 2 for DOOM + DOOM II, a new update with a focus on mods and multiplayer.

See the patch notes below

 

Improvements

All Platforms

Multiplayer Mods

  • Hosts need to activate the mod before entering the multiplayer menu
  • Players will need to subscribe to the same mod before joining a match
  • We recommend using room codes to join modified matches
  • Mods must be authored with Vanilla DOOM, DeHackEd, MBF21 or BOOM to be compatible

General

  • Resolved an issue in which some red doors did not display as red on the automap
  • Fixed multiple crashes reported by the community when loading game saves
  • Improved text line wrapping legibility for mod descriptions in Asian languages
  • Removed map prefix from intermission screen to be consistent with original game behavior

Multiplayer

  • Items can now be picked up by all players in co-op mission play
  • Added spectator mode when players are dead and waiting to respawn in co-op mission play (it can also be initiated manually from the scoreboard button)
  • Fixed an issue in which disabling the crosshair would also turn off player name and co-op respawn text display
  • There are now more than 4 player colors available in game and on scoreboards
  • Resolved an issue in which players would lose weapons when respawning in co-op using modern rules
  • Fixed an issue in which the cross-platform friends menu could not be properly backed out of when no friends were available
  • Further optimized multiplayer networking code
  • Addressed crosshair centering issue in certain splitscreen configurations
  • Intermission animations now run at the correct speed in splitscreen mode

Mods

  • The mod downloader can now process more than the first 100 subscribed mods

Nintendo Switch

Mods

  • Mod subscriptions will now work between multiple user profiles

For Mod Creators on PC

  • Mod screenshots with spaces and other non-alphanumeric characters in their file names will now upload correctly in most cases

Mod Compatibility Updates

  • MBF21 instant kill sectors were incorrectly killing non-enemy actors
  • MBF21 instant kill sectors will fire immediately when a monster enters them, instead of waiting
  • BOOM and MBF21 effects that kill monsters will deal 1 million damage instead of 10000 damage in order to fix mods that used monsters with high HP values to create an invulnerable enemy
  • BOOM generic floor actions were not selecting the right neighbor when finding which sector ceiling or floor height they needed to move to
  • Players can hurt and shoot projectiles at their own voodoo dolls (aka player model / clone), to be consistent with the original game
  • ENTERPIC in UMAPINFO is correctly shown for the map you are entering instead of the map you just left
  • DeHackEd strings for BOOM keys can now be replaced through DEH patches
  • BOOM line action 242 (Deep water) will now transfer ceiling and floor lighting
  • Now avoids crashing for invalid sized demos when playing the demoloop
  • Maps using DMAPINFO will print the map name on automap, level select, and savegames
  • Changing DeHackEd ammo type will now actually change the ammo type
  • Fixed Berzerk Factor not calculating correctly in the A_WeaponMeleeAttack MBF21 codepointer
  • Fixed BTSX Episode 1 and Episode 2 demo playback not rendering fullscreen
  • Mods that override DOOM (1993) Episodes 1-3 will use the correct intermission screen
  • MBF21 A_Lower codepoint now checks for an invalid weapon before changing weapons if out of ammo

 

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