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


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On 5/10/2023 at 12:26 AM, Edward850 said:

The support is likely unintentional. The mouse needs special handling on the Switch so unless you explicitly program it in, it won't be there. Meanwhile keyboards are passive devices because they can be used for text.


I guess a leftover from development time than, as the bindings are pretty good.

 

But it ist perfectly playable If you use the right Joycon to Aim and Shoot.

 

A new play Style, besides Keyboard only, with Mouse etc

 

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  • 2 weeks later...

Since the official addons are sometimes different from their original versions, is there some kind or archive for these official addons once the Bethseda server goes offline?

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59 minutes ago, Gregg Rules said:

Since the official addons are sometimes different from their original versions, is there some kind or archive for these official addons once the Bethseda server goes offline?

 

While its not quite the same, @OpenRift has a version of Revolution that mimics the add-on version, and I have made patches for Base Ganymede, Revolution and Anomaly Report that give them most of the features of the add-ons, without modifying the base wad (The only thing from Revolution's add-on version I refuse to adopt is the altered MAP33 with no exit)

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58 minutes ago, Devalaous said:

 

While its not quite the same, @OpenRift has a version of Revolution that mimics the add-on version, and I have made patches for Base Ganymede, Revolution and Anomaly Report that give them most of the features of the add-ons, without modifying the base wad (The only thing from Revolution's add-on version I refuse to adopt is the altered MAP33 with no exit)


I appreciate the work you and the OpenRift have done. Im just curious if there is an archive for the official addons given that one day bethseda will take the addon server offline. We could end up with those specific versions being lost to time.

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Seeing as they’re currently installed on thousands of computers across the world, I don’t know it’s that big a concern. What makes a database tricky is that each of them has been converted into an IWAD, with all of the resources necessary to run the game on its own, so distribution is prohibited.

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On 5/28/2023 at 2:50 PM, Faceman2000 said:

Seeing as they’re currently installed on thousands of computers across the world, I don’t know it’s that big a concern. What makes a database tricky is that each of them has been converted into an IWAD, with all of the resources necessary to run the game on its own, so distribution is prohibited.

Hashes on the Doomwiki would be good enough.

Edited by Individualised

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On 5/28/2023 at 8:40 AM, Devalaous said:

 

While its not quite the same, @OpenRift has a version of Revolution that mimics the add-on version, and I have made patches for Base Ganymede, Revolution and Anomaly Report that give them most of the features of the add-ons, without modifying the base wad (The only thing from Revolution's add-on version I refuse to adopt is the altered MAP33 with no exit)

 

where can we get these patches?  I've been gathering the add-ons and getting them to play nicely with Crispy Doom, and I've noticed that in Base Ganymede the new level names don't appear in the automap even though they do in the Unity port, and as a novice I don't know how to make it work myself.  I checked your post history but didn't see it posted anywhere yet

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47 minutes ago, Mr.Unsmiley said:

 

where can we get these patches?  I've been gathering the add-ons and getting them to play nicely with Crispy Doom, and I've noticed that in Base Ganymede the new level names don't appear in the automap even though they do in the Unity port, and as a novice I don't know how to make it work myself.  I checked your post history but didn't see it posted anywhere yet

 

Here is my patch thread. Base Ganymede hasn't been posted yet, but the patch is at least partially made (Its got all the new automap names, the WILV graphics and the updated maps from the Unity version, I think all that's left to do is check if the map names are present on all the xINFO lumps) and will probably be in the next post there from me

 

EDIT: Seems ive still got MAPINFO, ZMAPINFO, UMAPINFO and the Doomsday definitions to finish, Crispy and Eternity are the finished parts of it.

Edited by Devalaous

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Not sure if this is interesting for the unity ports, but I saw right now on moddb that a download was added for REKKR called REKKR reboot.

 

https://www.moddb.com/mods/rekkr/downloads/rekkr-reboot

 

But since the uploader is different from the mentioned mod team behind the mod, this must be unofficial, right?

 

I was often thinking that the add-ons section on moddb is for custom content from fans and the files section is from the mod team.

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On 6/4/2023 at 2:52 AM, Kyle07 said:

Not sure if this is interesting for the unity ports, but I saw right now on moddb that a download was added for REKKR called REKKR reboot.

 

https://www.moddb.com/mods/rekkr/downloads/rekkr-reboot

 

But since the uploader is different from the mentioned mod team behind the mod, this must be unofficial, right?

 

I was often thinking that the add-ons section on moddb is for custom content from fans and the files section is from the mod team.

 

It was just the commercial version of REKKR.

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Ohh, this was an illegal download for the commercial version? I see it now down.

 

Good thing: I know now that there is a commercial version on Steam. Will buy it some day, when I'm satisfyed from the TC in the unity ports. Good advertisement. :D

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  • 2 months later...

Going through it in Slade, this wad has been massively reworked. Almost all of the original graphics have been replaced with new ones, the levels have been modified, the Caco has been replaced with a new enemy. . .

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Does anyone know what the Scientist WAD name is or should be, and what sourceports support it?

 

EDIT: Apparently, the original version was called SCI.wad, as shown here: https://www.doomworld.com/idgames/levels/doom2/s-u/sci

(Scientist and Roland are the same author: https://doomwiki.org/wiki/Scientist_2 )

 

Also, it does work with Nugget Doom at first glance, so should be fine with anything else.

nugg0000.png.73a2850dec473a47f2729cfab3067247.png

Edited by Dweller
Correction

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14 minutes ago, Dweller said:

Does anyone know what the Scientist WAD name is or should be, and what sourceports support it?

Do you mean this most recent release? The previously available wad?

 

And any sourceport should be fine to run it.

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Just now, Faceman2000 said:

Do you mean this most recent release? The previously available wad?

 

And any sourceport should be fine to run it.

 

Yeah, the most recent one, but I figured it out via DoomWiki and idgames.

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12 minutes ago, Gez said:

The most recent one is probably just named "19", based on the established precedents...

 

It is, yeah. I usually try to figure out what the WAD was originally called through idgames and rename it to that so I can update the metadata on DoomLauncher. 

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Hi everybody!

 

It's me Roland, the author of Scientist.:) It's been a while since I last posted on these forum. I used to post here regularly in the early 2000. Does anyone still remember me? <:D

I thought I'd check in with all of you after the Unity release of the mod.

4 hours ago, Dweller said:

 

It is, yeah. I usually try to figure out what the WAD was originally called through idgames and rename it to that so I can update the metadata on DoomLauncher. 

 

I released the first iteration to the idgames archives back in 2002. This wad was called Scientist (sci.wad) and contains 11 maps.

https://www.doomworld.com/idgames/levels/doom2/s-u/sci

 

In 2005 I uploaded the second iteration called Scientist2 (sci2.wad) to the archives. It contains the same 11 maps plus 9 new maps.

https://www.doomworld.com/idgames/levels/doom2/megawads/sci2

 

Both wads were made to run with vanilla Doom2.

 

The latest release is a polished and updated version of sci2.wad

 

I've just submitted a new version called "sci-c.wad" to the archives. :)

 

10 hours ago, D4NUK1 said:

That's a awsome looking Start Picture.

Thanks. :D

 

I've made a page on my website with some behind the scenes photo's and video's: https://spaceisgreen.com/scientist.php

 

Let me know if you have any further questions!

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Hi @Scientist !
As I want to try this out for the first time, what would you recommend for someone who never played the mapset? OG Scientist2 or the Unity version?

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Man. I made a patch for both Scientist 1 and 2, forgot to upload them in my thread with the last batch, then this happens.

 

Good to see another iteration though.

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4 hours ago, s4f3s3x said:

Hi @Scientist !
As I want to try this out for the first time, what would you recommend for someone who never played the mapset? OG Scientist2 or the Unity version?

Definitely play the Unity version. It has new monsters, artwork and improved textures, weapons and gameplay.

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I decided to do a quick look at running the unity version of Scientist in Crispy Doom, noticed a few minor things. the Help screen and Bossback images aren't in widescreen, and when it shows the total playtime on the intermission screen it uses the default Doom font; Unity doesn't show the total, it just shows the individual maps, so it makes sense there'd be no lump for this, but it's not an issue with Harmony which is also a unity wad.  you mentioned you uploaded a non-iwad iteration of this version of Scientist to the idgames archive, so I don't know if that will address these things, or if this is something the community should just make their own patch for.  

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