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


Eurisko

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Just had an update for Doom II on PS4, patch notes say it has fixed a few bugs when playing offline. 

Edited by Eurisko

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On mercredi 28 septembre 2022 at 1:53 PM, ZeroTheEro said:

because sponge is the decider for these kind of things.

 

besides, pretty sure the music for the title screen and MAP01 needs replacement.

For MAP01, not necessarily, @jdagenet is still around after all. For the title screen, yes, absolutely.

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unknown.png

 

unknown.png

 

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Hell Revealed ported successfully, with the HRE1 content included as a seperate episode with its soundtrack intact. Due to the hackery I have to employ to get maps beyond 01 to 32, the CWILV graphics for extra episodes in Doom 2 wont be accurate, seems to use the default set of 00 to 31.

 

Otherwise these are running as well as they can.

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20 hours ago, Kyle07 said:

Which pause glitch?

The one where the game will still be running but the menu will be open in the background, causing you to start a new game when you interact with stuff. I documented it here: 

 

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I would cry much like them to give us the option to play full screen I.e. no status bar, and remove the touch control icons on the smartphone versions.....

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On 9/30/2022 at 11:28 AM, Eurisko said:

Just had an update for Doom II on PS4, patch notes say it has fixed a few bugs when playing offline. 

Does it mean there is a plan for online? It would make sense considering there are a lot of references to online play in this port.

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I think they just mean playing without an internet connection when they say offline. I’m pretty sure there are no plans in place for online multiplayer.

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10 hours ago, Faceman2000 said:

I think they just mean playing without an internet connection when they say offline. I’m pretty sure there are no plans in place for online multiplayer.


Yeah this is what they meant. Though I wish they would implement multiplayer. 
Could a bit late in the day for that now maybe. 

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On 10/4/2022 at 1:07 AM, invalidlain said:

Do you guys think they'll ever fix the pause glitch on PC?

This bug isn't exclusive to PC, I've experienced it on the Xbox One as well.

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On 10/5/2022 at 1:50 PM, invalidlain said:

The one where the game will still be running but the menu will be open in the background, causing you to start a new game when you interact with stuff. I documented it here: 

 

I had this happen on Switch.

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Hell Revealed is such a dubious choice for an ufficial add-on, IMO. It's an extremely ugly and outdated .wad, and the difficulty is too high for people approaching Doom for the first time - and not for the right reasons (questionable or dickish design, obtuse gameplay, etc...). A historical find for sure, but still... I guess Memento Mori or Requiem would have been more appropriate, as such, expecially the latter (tho I don't know how's the situation about copyrighted material and stuff, for those)

Edited by s4f3s3x
reasons

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13 hours ago, Eurisko said:


Yeah this is what they meant. Though I wish they would implement multiplayer. 
Could a bit late in the day for that now maybe. 

It's a real shame that online multiplayer wasn't prioritized from the start, highly doubt there's any chance of it happening now. Remote Play Together on Steam isn't a great option either.

 

I'm still a little burned on local multiplayer too. Like what's the point of having a 4:3 video mode if you're not gonna take full advantage of it for splitscreen? Really silly.

 

What we got:

863801162_DoomUnityWidescreen.png.2a7c16daafb741c3b0e35ceb50c8d305.png

 

What could have been:

1298413259_WhatCouldHaveBeen.png.d0223306067bb98c8c6a1459f42d06ba.png

 

Edited by Lollie

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9 hours ago, Lollie said:

It's a real shame that online multiplayer wasn't prioritized from the start, highly doubt there's any chance of it happening now. Remote Play Together on Steam isn't a great option either.

 

I'm still a little burned on local multiplayer too. Like what's the point of having a 4:3 video mode if you're not gonna take full advantage of it for splitscreen? Really silly.

 

What we got:

863801162_DoomUnityWidescreen.png.2a7c16daafb741c3b0e35ceb50c8d305.png

 

What could have been:

1298413259_WhatCouldHaveBeen.png.d0223306067bb98c8c6a1459f42d06ba.png

 


I take your point there. I must admit the split screen is a little small.

I do play local co-op with my two lads so it isn’t as noticeable when its split into three. 

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All this talk of what could have been, I think it'd be nice if there was current console gen optimisations. 120hz mode would be great. Though since the 4K wouldn't be all that impactful, I can see why it may not be seen as worth while.

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unknown.png

 

unknown.png

 

unknown.png

 

Requiem fully working. Thats all three of the MM trilogy. Should probably port Icarus next, and possibly Scythe. Still no luck with Eternal Doom, Perdition's Gate or Hell to Pay. Something about the way those were made bombs this port. Someone with ar more ksill than me would have to rebuild those I think, and whos going to do that then they work fine with other ports? :p

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A Steam user made a guide for the PC versions of Doom I and II Unity ports on how to get the Buckethead soundtrack into the SIGIL add-on WAD. The guide can be found here if anyone wants to try it out.

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I'm sure it's probably far too late for this, but I would really love for an opportunity to have custom controls, including a bounded BFG button. Quake allows for infinite customization and I have every single weapon bound to a button, allowing me to be insanely proficient in both speedruns and deathmatch. It really is the best console port I've ever seen, it even has huuuge gyro customization, mine is so high I do a tiny movement and literally does a 360, which is needed for all the stuff speedruns need. Quake added many of these things, including much more button customization, AND literally multiplied the gyro slider by 16 AFTER the game launched... so I assume it's definitely possible. 

 

If not a BFG button, at least make it so double tapping Plasma switches to it...? I'm not sure why that's not already a thing... It really sucks having to tap the slow, slow, weapon wheel thing with the shoulder buttons to switch to the most needed weapon in the game...

 

Aso, a strafe button would be really appreciated. BTSX 2 map02 has an unreachable secret, the Supercharge in Blast Off in Syringe is unreachable, and Acherons Needle has some jumps that are so specific (Plasma route) that it takes forever to land them perfectly. I have put hundreds of hours into this port, I've UV maxed every level that allows without saving (well, I only got to the very end at Fireking Says No Cheating/Slamdance With the Sun God and died... still working on that) and these are just some things that would really make me happy... 

Edited by Goddess Carrie

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A new addon is out!

 

YLzfNCn.png

 

This isn't quite the Harmony you might be familiar with, though. Jimmy's Harmony MIDI pack is included, there's two brand new levels with a new monster and new music, and completely redone sound effects by modern Id's sound lead, Chad Mossholder.

 

Interview with TVR!

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And there’s the announcement.

 

 

Edited by Man of Doom
somehow I forgot to add the announcement to the post announcing the announcement

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7 minutes ago, Man of Doom said:

For this release, has everything been migrated to DeHackEd? AFAIK, Harmony was originally a ZDoom work.

Harmony always was DEHACKED, though. It required ZDoom for three things:

  1. MAPINFO
  2. MP3 soundtrack
  3. The "scale" property in DEHACKED

It seems the sprites have been downscaled. From the screenshots on the beth.net article, they seem to have about the same resolution as normal Doom sprites, so they didn't implement scale support in Doomnity's DEHACKED. Too bad.

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As I recall, Gez has been suggesting this as an addon since they first added DeHacked support. Pretty cool to see another total conversion live - congrats to all involved!

 

And I like how they acknowledged the addon collection's somewhat Jimmy-centric nature in the interview haha.

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36 minutes ago, Gregg Rules said:

Any news on that whole "can't type keyboard cheat codes" in the gog version of the unity ports?

There are other issues too that I pointed out a page or two (i.e. months) ago that still hasn't been addressed like the scroll bar being broken in add-on menus in the GOG version.

Edited by AmethystViper

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24 minutes ago, AmethystViper said:

There are other issues too that I pointed out a page or two (i.e. months) ago that still hasn't been addressed like the scroll bar being broken in add-on menus in the GOG version.

 

I wish they would at least say something, like "we are working on bringing add-ons first" or "we're still working on it"

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1 hour ago, Gregg Rules said:

 

I wish they would at least say something, like "we are working on bringing add-ons first" or "we're still working on it"

The only thing I ever got was "it has been reported to the GOG team" yet nothing has changed since. Either GOG didn't get the memo or GOG version's of the Unity ports are going to be stuck with these problems like Doom 64 did with it's issues on release day.

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Just now, AmethystViper said:

The only thing I ever got was "it has been reported to the GOG team" yet nothing has changed since. Either GOG didn't get the memo or GOG version's of the Unity ports are going to be stuck with these problems like Doom 64 did with it's issues on release day.

 

The gog support dude told me that the appropriate teams have been informed.

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