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


Eurisko

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I'm not surprised they added it quickly, but I am surprised they didnt wait to see if Romero might change some things before adding it, like I know the first Sigil was revised a few times before its current v1.21 state.  I guess there's nothing stopping them from updating it if Romero does, but have they updated any of existing add-ons before?

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Its pretty likely it was developed with the intention of being published on the Unity port, given a certain mention in the text file. And yes, add-ons have been updated numerous times, theres just no notification that they have new versions, so you pretty much have to redownload all of them every so often and see if the filesize changes.

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15 hours ago, RileyXY1 said:

Revolution actually came out in 2001.

Oops, forgot about that. For some reason I kept thinking it was '97. My bad.

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nice to see Sigil II being added that quickly! For me it came some hours to late, I was already playing it with dsdadoom with a Xbox 360 controller on the couch. It was a nice experience. :)

 

nice that Quake 1 also got a Doom 1 related addon! I will play it immediately. :D

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Hopefully a fix gets added to the wad soon. Slime trails everywhere, also there's a bug where midi's will play on the wrong maps if using the quick save/load feature after completing a map to go back. Don't think enough testing was done on Unity. This port loves it's slime trails and that's something to be weary about when adding wads to this port.

Edited by THiEF

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47 minutes ago, THiEF said:

there's a bug where midi's will play on the wrong maps if using the quick save/load feature after completing a map to go back.

I’ve found this is a weird quirk with the port’s handling of MAPINFO. It’ll play the correct track specified in the DMAPINFO when you first load the map but switching maps causes things to go haywire. One of the weird quirks of DMAPINFO.

 

@sponge, I’m not sure what the easiest fix for this would be. Typically you can avoid this problem by just using the track names hardcoded to the level, but that doesn’t really work with E6.

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  • 1 month later...

I encountered a weird error when playing TNT MAP31. I pressed the final switch that opens the exit area and the Sergeant ambush that was supposed to happen never did. I saw a Sergeant stuck in the wall, but I can't kill it.

Edited by RileyXY1

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  • 3 weeks later...

I can confirm that is indeed a bug: 20240131194013_1.jpg.d3c3733a76a6e8c8d9e7151f05040612.jpgIn addition to that, I tried loading up the add-on version of TNT.wad just for kicks on the vanilla .exe and Chocolate Doom (v3.0.0) - both gave me the Bad V_DrawPatch error.

Edited by ZeroTheEro

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On 1/31/2024 at 7:04 AM, ZeroTheEro said:

I can confirm that is indeed a bug: 20240131194013_1.jpg.d3c3733a76a6e8c8d9e7151f05040612.jpgIn addition to that, I tried loading up the add-on version of TNT.wad just for kicks on the vanilla .exe and Chocolate Doom (v3.0.0) - both gave me the Bad V_DrawPatch error.

I'm surprised this still hasn't been fixed even though the PS3 version's WAD did, not to mention many of the addons are lacking widescreen art assets despite they're already made by ScubaSteve at least for the ones that were covered by him.

 

Update: So I tried using my older brother's DualSense controller with the PC version of the Doom I/II Enhanced and it does not register anything at all from it, which is weird since I have some other Unity-developed games on hand and they work natively or somewhat (with some in-game configuration tinkering) on those games.

 

Update 2: So I was playing the Switch version and during E2M4 in Doom I, the game completely froze when in this weird instance I had the crusher bug out when instead of the ceiling activating as the crusher, the floor itself began to rise up and down instead.

Edited by AmethystViper
Adding an issue with DualSense controllers I just discovered and a bug found in the Switch version.

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