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


Eurisko

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This week has really been bad for me. I'm in school, and yet it feels so awkward. Seeing others either with masks or at home like me. It's so hard. Thank god I have you guys, and thank god I have this game. I would be so sad, so depressed without this. Even though I feel bad, I know I'll get back up. I just continued playing TNT Evilution on the port, with some new update features, and even for the short time I played, it felt so good! Thank you for being the best community to hang with ever! And thank you for creating the best game port @sponge, you are the best! :D

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Just thought I'd try a thing since the suggestion came up:

 

723818448_20200906012852_1(Custom).jpg.a32efcaffc9c5a9921484b016c0d2dcb.jpg

968483164_20200906012307_1(Custom).jpg.c3b2adf60d93417172eb67efca1e56ea.jpg

 

1.16a seems to work fine. Didn't add any information lumps that it might need or anything, so there's probably room for improvement, but yeah, just in case there was any doubt DEHACKED is really in, DEHACKED is really in.

 

Did notice this visual glitch in E1M1, though. Should probably test it on a (probably emulated) DOS computer or Chocolate Doom to see if accurate...

 

1826015571_20200906012346_1(Custom).jpg.9b796023e52286a795fef72d394c6d25.jpg

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As nice as the new widescreen view is, the vertical arrangement for two-player multiplayer leaves a *lot* of free screen space. This is understandably unavoidable when using the 16:9 aspect ratio (and incidentally, opens up a great opportunity on Switch in portable mode).

 

However, switching to 4:3 just adds borders to the side, which makes for a large waste of screen space.

DOOM_II_20200906_19-00-50-531.png.b98a980c2aecc93e42b35e1646551320.png

 

So, I have a suggestion for 2P multiplayer in 4:3:

DoomSplitscreen.png.e5f3fe60bd704c1fc2843e5396258662.png

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5 hours ago, scalliano said:

Not gonna lie, I'm digging the widescreen title cards.

 

That's one of my favourite editions to the ports. Looks great.

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11 hours ago, Lollie said:

So it seems I'm completely unable to bind controller input, in both the Steam and Bethesda.net versions of Doom 1. I have two controllers (both PS4), and neither of them could input anything. Controller bindings are also totally blank, so I can't even rely on default settings.

 

I also found that after navigating to the "Restore Defaults" button via keyboard, it's become very difficult (if not impossible) to navigate away from it afterwards. I'd just be stuck on the button unless I used my mouse. It seems to be stuck there now, every time I boot up the game.

 

EDIT: Okay weirdly, I can still skip the intros with X, and pressing a controller button on the initial "Press to Start" screen works. But as soon as I'm in the menu, it stops accepting controller inputs. Everything is grayed out in the controller column of the configuration screen.

DOOM_20200906_18-19-06-378.png.7eb1750357dd4d43e7f2d98ab3bbea78.png

 

Doom 2 doesn't gray out the controller column, and seems to function just fine.

I think the problem with not being able to leave the "Restore Default" button has been a problem since this port came to Bethesda.net (when the button was originally "Join the Slayer's Club today" or something along those lines) and I'm surprised this problem hasn't been fixed. I also tested a complaint regarding remapping multiple controllers and sadly there is no way to remap Player 2 (or another player's) controller mapping besides Player 1; I swapped the Sprint and Fire buttons in the control settings and it only applied to Player 1's and did nothing to Player 2's (using two Xbox One controllers, one wired and the other paired via Bluetooth).

 

I also want to share this to highlight the issue regarding the frame-rate limiter problems, mouse control problems when played above 60 FPS, and some other concerns.

 

 

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The FPS dependent mouse issue is something I'm looking into. It appears to be a Doom engine issue, as Doom is a 35hz engine originally obviously there may be issues around running at variable framerates. We do sample the mouse on interpolated frames and post events for each input frame, so there's no obvious reason why there's an issue here. The control remapping screen is not great and I have a bunch of problems with it myself personally, but it's a bit harder to work around.

Edited by sponge

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There's something else I noticed after another Steam user brought it up, it seems like that loading a save file in Nightmare difficulty reverts the projectile trajectory to the default speed. I tried this out on the original DOS version in DOSBox to see if it can be reproduced and the Nightmare projectile speed works as intended even after loading a save.

 

Edit: Another thing I noticed is that the mouse and controller sensitivity settings are shared, so I was wondering if they can be separated so players can have their preferred sensitivity levels for controller and a different sensitivity level for mouse movement? I think an option for turning on or off mouse acceleration may also help too. Also, can right-click in menus be updated to work as the "cancel/back" button? I don't see a real point to having two mouse buttons that work as "confirm/OK".

Edited by AmethystViper
Other suggestions

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@sponge I'm sorry for saying this again, but before, I mentioned that I see the phone controls in the corner when I hit the touchpad on PS4, but now, it seems that when I run, it just flickers in the corner. Sorry again, it just bugs me a bit. 

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Wasn't there a beta version of Doom 2 where levels were so different, Downtown had a dock area?

Was wondering if that could have been part of an addon, even if just for historical value.

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3 hours ago, LiT_gam3r said:

@sponge I'm sorry for saying this again, but before, I mentioned that I see the phone controls in the corner when I hit the touchpad on PS4, but now, it seems that when I run, it just flickers in the corner. Sorry again, it just bugs me a bit. 

That can't be fixed in 5 minutes due to platform QA requirements, and repeatedly asking him is only going to be annoying as a result. 

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2 hours ago, Edward850 said:

That can't be fixed in 5 minutes due to platform QA requirements, and repeatedly asking him is only going to be annoying as a result. 

I wasn't saying it like that. I don't know if he saw my earlier post, since so many people responded after it was posted. I wrote that one in case he missed it.

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Not a big issue at all, probably not even an issue for most but...

Could the position of “level stats” be adjusted a little lower or the upper right corner in a future update?

If you’re moving at all while checking the stats. It’s easy to accidentally pick up something, and the notification will block the kill count for few seconds.

stats.jpg.7ca8a8b32bd157ca09146cc0a9fe08da.jpg

 

Edited by plynthus

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Speaking of the automap and another nitpick with the Unity re-release is the automap colors are different from the original and seem grainier too. A comparison of Map 01's automap in Doom II.

 

Original (via Chocolate Doom)

chocolate-doom_2020-09-07_09-24-09.png.7fe85b1e37a53f0f2c4a66c5a3b483f8.png

 

The Unity re-release

DOOM_II_2020-09-07_09-26-29.png.9a4bf4b885afc9a8d89fa314926b5553.png

 

Also players in Germany are unfortunately unable to purchase Doom II on Steam despite the alterations of the Wolfenstein 3D levels even though according to these news links found in this Steam forum post, the ban was lifted on Doom II (and Wolfenstein 3D) about a year ago. Apologies in advance for not being able to understand the articles themselves.

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The automap colors were changed intentionally since red/blue/yellow are used to highlight keyed doors now, and white for regular doors. The current colors are a way to remain relatively faithful to the original, but still not use the keyed door colors.

 

My understanding is that the issue with swastikas in Doom 2 is separate from being on the index, and thus can't be sold as long as it includes the original IWAD.

Edited by sponge

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14 minutes ago, sponge said:

My understanding is that the issue with swastikas in Doom 2 is separate from being on the index, and thus can't be sold as long as it includes the original IWAD.

 

According to the linked articles, the full uncensored version is now off the hook. And after all, the swastika-free version was allowed to be sold for ages now.

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On 9/5/2020 at 10:27 PM, TakenStew22 said:

Does anyone know how to make it so Steam launches the DOS version by default on my desktop shortcut instead of the Unity one? The update is cool but I wanna keep my simple Gzdoom.

Still need help with this.

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2 hours ago, AmethystViper said:

The Wolf 3D box cover is hilarious. Rambo-Blazko's terrible trigger discipline, emptying his charger at the roof. That he has an over-and-under-and-underer machine gun. That the kicked nazi's dropped gun is also exhibiting terrible trigger discipline, what with firing on its own, also savagely attacking the roof. That the nazi guard who is rushing to intervene is the only one whose gun is not firing. That he's running down stairs (stairs do not exist in the Wolf 3D universe).

 

5 minutes ago, TakenStew22 said:

Still need help with this.

Why not make a desktop shortcut to GZDoom instead? It'll work just as well.

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12 minutes ago, Gez said:

 

Why not make a desktop shortcut to GZDoom instead? It'll work just as well.

I replaced the dosbox application with ZDL so Steam would play that and I'd choose a wad. But now it plays the updated version by default and I have to go to the Steam page and choose dosbox to play ZDL/Gzdoom.

Edited by TakenStew22

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6 minutes ago, Gez said:

Well a desktop shortcut to ZDL, then.

 

 

Also you can add non-Steam games to the Steam launcher, if you care about stuff like the overlay or the stats tracking or whatever, e.g. first video popping up on DuckDuckGo. So you can add ZDL to Steam, too.

 

Yeah, I guess I can do that too. I just wanted it to replace Doom so Steam would count the hours I play with it lol.

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3 hours ago, Allard said:

 

According to the linked articles, the full uncensored version is now off the hook. And after all, the swastika-free version was allowed to be sold for ages now.

Articles can say what they like; if that's the information sponge has, then that's the answer. id Software have their own departments that handle this and that's likely the answer they have. 

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2 hours ago, Edward850 said:

Articles can say what they like; if that's the information sponge has, then that's the answer. id Software have their own departments that handle this and that's likely the answer they have. 

No need to get so harsh. I was merely suggesting that his info might be outdated since the lift only came late last year and he's obviously a really busy man to keep up with every single little aspect of everything.

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I just noticed there's no exclusive fullscreen mode with the PC version, even the "-window-mode exclusive" command line parameter doesn't work with the Unity re-release. I'm not sure if that's an issue with the version of Unity the Doom games are using. Although I prefer borderless fullscreen most of the time, I can image there might be those that would play in an exclusive fullscreen display.

 

Update: @sponge Okay I just now noticed there are two "Lefts" and "Rights" in the remapping screen on PC. I'm assuming one of these sets are supposed to be the "Turn Left" and "Turn Right" and the others are supposed to be "Strafe Left" and "Strafe Right" controls, and also the "Strafe" key is not even bindable at all.

 

DOOM_II_2020-09-07_23-59-10.png.336bb61376b0cb5e9c0a8a3237e3de12.png

 

Edit: Wait, I'm starting to realize what the layout of the bindings are. "Strafe" line for the controller acts like a divider in the menu as does "Aim" and "Move" while the other bindings below them are for keyboard keys. My bad though it did threw me off.

Edited by AmethystViper
Correction on my part after looking at the UI more closely.

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Had the bright idea of trying Doom 2 the Way id Did on here, cuz hey, that has some extensive DEHACKED stuff in MAP31 and 32!

 

Well, MAP32 booted. I didn't stick around to see if I could find the custom enemy hunting you down though. Screenshot attached (spoilered in case you still weren't aware what that WAD did for its secret levels):

Spoiler

20200907164111_1.jpg.16a89a3f9a09ddd817f3e8e9882e0c25.jpg

 

However, MAP31 crashes instantly on warping to it. No log left that I can find for analysis. Annoying.

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To those on console who never experienced input lag - try disabling vsync. You may be in for a pleasant surprise. Controls are way more responsive now!

 

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Can't say I've had any input lag issues on PS4. The only things I've noticed is the occasional 'news' section popping up coming out of a game and the IOS controls briefly flashing up if you tap the PS4 controllers middle touch sensitive button which to be fair, doesn't need pressing anyway.

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So I went and decided to try out a bunch of wads in the Steam version and compiled a list of what happens when trying to play them:

 

Spoiler

Alien Vendetta: Works.
Community Chest: Crashes on Map06, 20, 23, and 29.
Demonfear: Works.
Doom 2 Reloaded: Works.
Doom the Way id Did: Works.
Doom 2 the Way id Did: Crashes on Map31. Loads Wolfenstein SS instead of Dopefish graphics on Map32.
Doom 64 For Doom 2: Crashes on add-on load.
Doom Core: Works.
Epic 2: Works.
Eternal Doom: Crashes on any map.
Fragport: Works.
Hell Revealed: Works.
Hell Revealed 2: Works.
Icarus: Works.
Interception: Works.
Kama Sutra: Works.
Memento Mori: Works.
Memento Mori 2: Works.
New Doom Community Project: Crashes on Map06.
Perdition's Gate: Works. Must use PG-RAW-X.WAD.
Plutonia 2: Crashes on add-on load.
Requiem: Works. Demos go out of sync.
Reverie: Works.
Revolution!: Crashes on Map02, 04, 07, 13, 15, 21, 22, 29, and 30. Demos go out of sync immediately.
Scythe: Works.
Scythe 2: Crashes on any map.
The Rebirth: Crashes on any map.
TNT Revilution: Crashes on Map13, 20, 29, and 30. Glitched textures on Map14, 21, 24, and 26.

 

Edited by SteelPH

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While I can understand if particular maps won't load, entire addons directly crashing really hurts. They will definitely have to work on that since moddability is Doom's strongest and most appreciated feature.

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Now it'd be interesting to see the common denominators between the mods that crash.

 

  • CChest is a Boom mapset. The crashy maps probably have some Boom-specific effects that the port doesn't handle gracefully.
  • D2TWID contains string replacements for sprite names for actors used in the secret maps.
  • D64D2, I dunno
  • ETERNALL crashing is puzzling, since it's a vanilla-compatible mod and doesn't contain DEHACKED. (I remember people successfully playing Eternal Doom in Doom Eternal...)
  • NDCP: Uses BEX strings for level names
  • PL2: contains string replacement for textscreen flats and music names
  • TVR!: no idea, vanilla mapset without DEHACKED
  • SCYTHE2: not sure, there is a dehacked lump but it doesn't seem to do anything outlandish
  • REBIRTH1: no idea, vanilla mapset without DEHACKED
  • REVILUTION: no idea, vanilla mapset without DEHACKED

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