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Talk:Doom (2016)

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How To Rip Sounds Properly With Nice Filenames And The Real Sorting

You can find the details - and the sorting program - here. Some things worth keeping in mind:

1.) Riveal will fuck up the sounds and add a horrible distortion effect. I took the slow and painful method of extracting from each bank manually with Ravioli Extractor, then using wwise_ima_adpcm.exe with a batch file to convert nearly all of the sounds from whatever horrible thing WWISE uses to WAV.

2.) The actual file he's referring to is soundbanksinfo.xml, not .txt. Also, because his utility was written in Game Maker of all the sodding things, it'll be slow and the tool will appear to be unresponsive while it works.

3.) Many of the sounds have more than two channels, which will stop them from playing in Winamp. (Am I the only person who still uses Winamp?) You'll want to use something else for listening to them. I use Goldwave.

Have fun poking around literally gigabytes of haphazardly organised audio! - TheKins (talk) 12:12, 9 December 2016 (EST)

Extracting and previewing content without that DoomResEx program

Early on, I was using Doom Resource Explorer for the model previews, since it was the only tool available that could actually export and view the models.

This is no longer the case, as some extremely talented folks have released a DOOM toolkit called Wraith. It can extract models as well as their textures, and seems to extract some other stuff too.

I've already gone and replaced a few of the pictures with renders done in Blender. Thanks to Wraith, you can see a few models in all their textured glory (save for the unused marine helmet, which doesn't have proper textures)

Now that this tool is out in the open, we can see the models that DoomResEx wasn't able to show us. It's late, so I'm gonna wait until tomorrow to dig up more stuff, but if you want to throw some new findings on the page yourself, be my guest!

Also, Kinsie, I suggest foobar2000 as your audio player. It's a little dated as far as layout and looks go, but it can play pretty much anything.

It might even play the more-than-two-channels DOOM audio you've extracted - although I have yet to actually test that.

- LandyRS (talk) 3:07, 29 April 2017 (CST)

Uploading the QuakeCon music

I've ripped the unused music and stings from the QuakeCon 2014 reveal, but I'm not sure how I should upload the music. The tracks have been chopped into various segments, and I'm contemplating whether I should upload the individual segments, or merge them to one long track. --989Nintendo898 and his Talk page Nitrods marioheadanim.gif 05:50, 28 June 2017 (EDT)

Personally, I'd combine them into one long track. --From: divingkataetheweirdo (talk) 17:14, 28 June 2017 (EDT)

Doom 4?

DOOM2016 was Doom 4 for a few years before being scrapped in favor of a reboot, and there's a lot of cut content floating around on the internet. Would Doom 4 be important enough to add as a subpage for the main DOOM2016 page?

Maybe as a prerelease page, or if the files were released, as a prototype page. But probably not as a subpage. --989Nintendo898 and his Talk page Nitrods marioheadanim.gif 04:31, 13 October 2017 (EDT)

I think I know what VSP means

As someone with a ton of knowledge of Valve Software's Source engine(which was based off of Valve's GoldSrc, which in turn was based off of ID's Quake engine) and ID's ID Tech engine, I think that VSP is some kind of variation to BSP, or Binary Space Paritioning --Frying1Pans (talk) 20:02, 13 December 2017 (EST)

Ripping textures with models from the Alpha?

I've found a lot of interesting unused models in the Doom 2016 Closed alpha. However, Wraith won't open it. As such, I had to use the old viewer. I was wondering if there was any methods to view the alpha's contents using Wraith so I could extract the textures alongside the models. Once a method is found, I'll make a page on the alpha. There's heap loads of juicy unused, early, or generally unfinished content that need to be shown and presented professionally.

Enabling the ps4 debug menu

There is indeed an accesible debug menu on the ps4 version of the game. By dumping the game disc using a jailbroken ps4, editing one of the .ini files for the controller binds, editing one of the binds and inserting "devgui 1"(make sure you put a space between devgui and 1), saving the file then building a FPKG, then installing it on your ps4, and start rhe game on the mode you edited the binds for, you can ooen the debug menu via pressing the button you assigned to devgui 1. in there there are a lot of cut functions but godmode, infinite ammo, etc, still work. as far as im aware, I'm the only person to uncover this menu being able to use the devgui on the ps4, ive alos posted an article on psx-place on this topic. Stinger101 (talk) 01:54, 21 August 2023 (UTC)

Unused Cut Glory Kill Animations

Some videos of cut glory kills were found by a friend. Some of them are said to be from Doom 4 during the time.