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The Unity Port Thread - PS/Xbox/Switch/IOS/Android


Eurisko

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I'd like to see Wads with OTEX or Gothic or any other nice looking texture/sprite set being used.

Of course, permission and talks with the authors are needed.

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I say we get the newest add-on on Aug 7.

 

This must be my 100th post about this, but with quarantine, I don't have much to look forward to. 

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29 minutes ago, LiT_gam3r said:

I say we get the newest add-on on Aug 7.

 

This must be my 100th post about this, but with quarantine, I don't have much to look forward to. 

All of the releases so far except NEIS have been on a Thursday, and I don’t think that’s a coincidence. I’d expect one either tomorrow or the week following if the pattern continues.

Edited by Faceman2000

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2 minutes ago, Faceman2000 said:

All of the releases so far except NEIS have been on a Thursday, and I don’t think that’s a coincidence. I’d expect one either tomorrow or the week following if the pattern continues.

Holy crap! Really? I never noticed that. It just seemed random. It might be released tomorrow! Amazing find @Faceman2000!

 

Looking it up, NEIS was released on a Tuesday, BTW.

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19 hours ago, Redneckerz said:

Don't sweat it, i made it the same mistake aswell and i can't possibly tell you why that is. 

 

Maybe its a compliment to the WADset.

Maybe its an opportunity to make a vanilla version of Eviternity. :P

 

I just don't know a great deal about the ins and outs of mapping and such like. Would be great to see it released someday in vanilla form to get it on the add-ons. It looks fantastic.

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Just chiming in here, trying to convert Eviternity to vanilla would fucking destroy much of what was amazing about it (can you imagine a seriously-gimped version of Xaser's Transcendance, for example, being even half the map it was in the original?). Would make more sense to create a vanilla megaWAD from scratch using the palette and OTEX; which I'd be game for, personally.

Edited by Jayextee

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Vanilla-fying Eviternity is a no go, maybe making something similar with OTEX.

But this port is limit-removing, and there are a good amount of this kind of megawads.

Personally, i would love to see A.L.T. being released, but i think that a lot of things had to be changed for that to even start being it possible (midis, duke, textures, etc.).

 

From what i saw, they aim for projects that are complete on every aspect (map naming, custom text screens, possible custom textures, possible completely new music...), right now i can only think of one megawad of this kind: Vile Flesh.

Excellent music, excellent maps, not a single new texture, excellent music, excellent gameplay.

Drawback? the maps are in Boom format, but not a single Boom feature is used at all, so its Limit removing; and the author, Gwynn Williams, left the community long ago.

Edited by P41R47

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What is crazy is that DOOM has 190 levels, and I am still never bored with it. I can't say that for any other game with hundreds of levels in it, that is just the beauty of DOOM! DOOM is neverending, especially with its add-ons. Thank god it exists, or I would be insane with the quarantine. I love how anybody could be a DOOM author, can you also say that for any other game?! I love all the Add-ons so far, and I expect to love the future ones, too (as if I ever had doubt)! 

Edited by LiT_gam3r

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NICE WORK!

Well I guess this explains the recent BtSX e2 crunching I read in another thread... <3 

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Holy F***!
And it wasn't even uploaded to idgames!

 

So this is the first complete version of Back to Saturn X: Episode 2!!!

Congratulation on the release Essel and all the team ;)

 

Now we can have, probably, the concluding episode 3 in no time!

 

Thanks @sponge and your team for all the hard work on this port.
This give BTSX team enough motivation to work faster than ever.

Now i only dream of the long awaited sequel to my most beloved IWAD to finally be realeased... 

Edited by P41R47

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I'm happy Xaser has finally said "Big towers." He has really grown up over the past few years.

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just played E2M1! Really good BTSX team! I think Jimmy should just be considered an ID member at this point. LoL

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Massive stuff. Looks like E2 will hit the /idgames deck soon.

 

SNES edition when? ^^

 

A finished BTSX E2 will have to get atleast one mention at this year's cacowards. Its a Vanilla Doom hallmark - and benchmark.

 

Brilliant addition to an already brilliant semi-official compendium of add-ons for the Unity port.

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So I was just messing around with Steam Edit and was trying to clean-up my custom launch options to launch my Steam copies of Doom and Doom II with a source port until I see this...

 

zyyeIC9.png

 

This update from SteamDB can also back this discovery up. The plot thickens?

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I've completed my audit of the Bethesda release of BTSX E2 looking for the Bethesda-specific changes. There were many alterations already made to the base PWAD as a result of the 1.0.0 release, but those are outside of the scope of this examination. By and large, the changes here in E2 are similar to those made previously in E1.

 

The embedded WADINFO lump in the Bethesda version of BTSX E2 indicates the WAD's version as "Internal Hell Version 547385934785943758943574894" and release date of "FUCKING NEVER LOL". There are also some trivial alterations throughout the credits, presumably just some late additions which didn't make it in time for the Bethesda upload.

 

As before, all of the map names were changed. Here's a text list of the alterations with originals on the left and replacements on the right:

Spoiler

 

Shadow Port => The Blinding Dark
Underwater Explosions => Depth Charge
Wings of Thorn => King Crab Spire
Dirty Water => Sunken Sanctuary
Tower in the Fountain of Sparks I => Searching
Useless Inventions => Business Particles
Shrine to the Dynamic Years (Athens Time Change Riots) => ''A Cult Above''
A Blue Shadow => Disowned Ruin
Adverse Wind => Bonsai Nightmare
Eureka Signs => Tarantula Oil
Tower in the Fountain of Sparks II => Searching II
Demons Are Real => Death Breakfast
Nation Gone Dry => Drowntown
Shocker in Gloomtown => Skeleton Limeade
The Theory of Broken Circles => Birdwatching in the Forbidden Realm
Tower in the Fountain of Sparks III => Searching III
Steeple of Knives => Nine Suggestions on How to Get the Man Out of the Box
Optional Bases Opposed => Strange Fates for Theodore
Unbaited Vicar of Scorched Earth => Kashmoney Temple
Speedtraps for the Bee Kingdom => Dr. Blockmap's Peninsula of Peril
Bulldog Skin => Rat-Safe Cronk
Bite => Chomp
Tower in the Fountain of Sparks IV => Searching IV
Perhaps Now the Vultures => Fire Suppression Exercise
Unstable Journey => The Blooded Library
Beneath a Festering Moon => Angry Science
(empty string in DeHackEd patch) => ???
Fireking Says No Cheating => Slamdance with the Sun God

 

 

Once again, all of the intermission text screens have been omitted with no replacements included in their stead.


Curiously, the Bethesda version still includes the DeHackEd patch but with all of the custom map strings and intermission text removed. The Unity port of Doom used in the Bethesda Launcher still doesn't support DeHackEd patches, but it appears the affected maps in BTSX E2 have been modified so that they're no longer critically reliant on the patch, and this was done in general for the 1.0.0 release. The only practical difference this entails is that the teleport death exits are now filled with a crap ton of regular barrels to kill the player, and the exit process takes the normal Boss Brain death time period rather than the 1 tic that the DeHackEd patch reduces it to. The DeHackEd patch also includes a special Zombieman type which doesn't drop ammo clips, but I'm not sure if those were ever used in any of the maps even before the 1.0.0 release.

 

Some of the MIDI tracks were updated but only in the Bethesda version? I see file size differences, but all I can ascertain for sure is that the Bethesda D_SHAWN lump has "Updated on July 22, 2020" written in its metadata while the D_SHAWN lump in the 1.0.1 public release does not.

 

And finally, the only graphical modifications I could find were the menu graphics lumps appropriately altered for the title change.

dOUjHv1.png

 

Bonus screenshot: The Unity port's automap really doesn't like the new name of MAP17.

buoUqDo.png

Edited by Revenant100

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1 hour ago, Revenant100 said:

Bonus screenshot: The Unity port's automap really doesn't like the new name of MAP17.

buoUqDo.png

should have gone with something less lengthy for a name.

@sponge I guess it's something to be fixed?

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Noticed it had gone up last night after playing 'NRFTL'

 

Congrats to the BTSX team! we are being well fed on consoles it seems. Great stuff.

Edited by Eurisko

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5 hours ago, Revenant100 said:

The embedded WADINFO lump in the Bethesda version of BTSX E2 indicates the WAD's version as "Internal Hell Version 547385934785943758943574894" and release date of "FUCKING NEVER LOL". There are also some trivial alterations throughout the credits, presumably just some late additions which didn't make it in time for the Bethesda upload.

LOL, wasn't quite expecting that to show up in there but it makes sense. Same reason as to why that version of E1 refers to itself as 1.1.4i despite the map versions being newer than 1.1.4 -- I didn't provide a last-minute update to the embedded wadinfo lump before the release (as it's about the lowest imaginable priority compared to fixes that affect visible ingame stuff), so it used what was there in the version the build originally began with.

 

Quote

The DeHackEd patch also includes a special Zombieman type which doesn't drop ammo clips, but I'm not sure if those were ever used in any of the maps even before the 1.0.0 release.

MAP14 uses the clipless zombiemen in one encounter to avoid triggering the vanilla sprite limit at a really bad time.

 

Quote

Some of the MIDI tracks were updated but only in the Bethesda version? I see file size differences, but all I can ascertain for sure is that the Bethesda D_SHAWN lump has "Updated on July 22, 2020" written in its metadata while the D_SHAWN lump in the 1.0.1 public release does not.

The changes were mainly to compensate for issues with the different instrument samples used for playback there. The perils of MIDI composing (-:

 

Quote

Bonus screenshot: The Unity port's automap really doesn't like the new name of MAP17.

buoUqDo.png

Seems to like it a lot actually, it's giving that text a big wraparound hug.

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2 hours ago, Scuba Steve said:

Then i say no more :)

 

Offtopic, but thank you for the entire Cacowards team for doing the write up each and every year. Outside of enjoying the content, i very much appreciate the writing styles on display there. They help me improve my writing even more in terms of coherency, envocation and conveying seperate things to the reader. Thank you.

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11 hours ago, Revenant100 said:

Lots of info

Thanks Revenant100 for these breakdowns. I always enjoy reading them and seeing the subtle differences between each release.

Edited by Faceman2000

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Why haven't Bethesda or ID (or whoever works on the Unity port) made a WAD exclusive to the ports? It would sell more if there was a new episode for DOOM or DOOM 2 that you couldn't get anywhere else, so it would seem obvious. But there aren't any exclusive levels, which kind of bums me out. 

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3 minutes ago, LiT_gam3r said:

Why haven't Bethesda or ID (or whoever works on the Unity port) made a WAD exclusive to the ports? It would sell more if there was a new episode for DOOM or DOOM 2 that you couldn't get anywhere else, so it would seem obvious. But there aren't any exclusive levels, which kind of bums me out. 

 

That would be cool no doubt but we are finally getting all this good community created goodness that us console players have been denied for all this time.

I say keep that going for now at least but definitely I'd love to see that happen down the road.

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10 minutes ago, LiT_gam3r said:

Why haven't Bethesda or ID (or whoever works on the Unity port) made a WAD exclusive to the ports?

It'd be commissioned work, and therefore involve a significantly larger investment on id Software's part.

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