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DOOMITY public beta Released


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  • 2 weeks later...
On 10/10/2022 at 3:45 PM, CodeSmile said:

Resolution dialogue? I bet this project is on Unity 2019.3 right? ;)

 

Actually it's on 2017.4.40f1 ;)

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  • 9 months later...

Heya! I've found this project just today and I'm really impressed at how far into development it is!
Is the source code hosted somewhere? I would love to mess with the engine :]

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  • 10 months later...
Posted (edited)
On 10/21/2022 at 1:47 PM, -Carnage- said:

Now you can Play Doomity directly on your web browser:

https://kncarnage.itch.io/doomity

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If you want the direct link the itch.io iframe

https://v6p9d9t4.ssl.hwcdn.net/html/6702603/index.html

 

i know this thread has been dormant for some time but i think my bump will be well worth the wile. Carnage stated in this thread that everything will be made GPL and released when done, and this did not happen, so i took it upon myself to decompile 1.7b and recompile it into my unity project, i then proceeded to port the game to homebrew consoles under the name DEFINITIVE DOOM, i am working on a credits screen to properly reflect the original contributors and developers like Carnage as we speak. the one issue i have is there is no means to load custom maps, pk3 support dose not work on platform and this is fine becuse we have the streamingassets/graphics folder and what not that users can just extract the pk3's to. PWAD functionality dose not work. there is a insert for LoadPWAD() however this dose nothing in its current state. if only we could load custom maps this would truly be a jewel more so then it already is. my attempts at programming a means to load a map or a .wad with a map from the mods folder have failed. and i have failed at getting the LoadPWAD() to function properly. hell since i am a dev and we do dev things i even wanted to test turning the first byte in a iwad to reflect that of a PWAD trick in HxD, edit MAP01, then change back and present to the engine, but even with this method i get something about a checksum being off and i have found no way to litigate this however this would not be the ideal aproch and was just for testing reasons: here is a video of DOOMITY runing nativly on PS4 ( also installs and runs on PS5 as homebrew as well )  VIDEO LINK HERE ON YOUTUBE: DOOMITY ON PS4

Edited by Snake Plissken PMW

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Are there any news on the "port"? I'd love to get my hands on Unity as it would allow me to get so much more freedom to create.

Btw, I love the usage of my hi-res pack for weapons, don't hesitate to grab my other stuff if you need it like smooth doom, brutal doom, brutality and other, the sad thing is that making a good hi-res pack is something out of this world and takes some huge dedication

 

Would like to see how my Hell Renaissance will look like with this engine.

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10 hours ago, Darkcrafter07 said:

Are there any news on the "port"? I'd love to get my hands on Unity as it would allow me to get so much more freedom to create.

Btw, I love the usage of my hi-res pack for weapons, don't hesitate to grab my other stuff if you need it like smooth doom, brutal doom, brutality and other, the sad thing is that making a good hi-res pack is something out of this world and takes some huge dedication

 

Would like to see how my Hell Renaissance will look like with this engine.

i would like to release the project template source code. i dont think carnage is coming back. we really need to get it to load external maps or custom maps somehow as it can not do so at the moment. and i wanted to pull this off before releasing, or here back from carnage. this new map loading issue is based at such a core level in the code that its proving near impossible so far to pull off... as of yet that is.

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