jmickle66666666 Posted January 7, 2018 (edited) NASTY: Not A Sourceport, Thank You Download Alpha 4: https://github.com/jmickle66666666/DoomUnity/releases/tag/v0.1-alpha.4 Download Alpha 3: https://github.com/jmickle66666666/DoomUnity/releases/tag/v0.1-alpha.3 Download Alpha 2: https://github.com/jmickle66666666/DoomUnity/releases/tag/v0.1-alpha.2 Download Alpha 1: https://github.com/jmickle66666666/DoomUnity/releases/tag/v0.1-alpha Setup info: https://github.com/jmickle66666666/DoomUnity/wiki Alpha 4 changelog: * Entity states * Entity sounds * Item pickups * Pk3 support * Preliminary UDMF support * PNG texture/flat support (warning: very buggy!) Alpha 3 changelog: * Added screenshot button "P" * Load multiple wads with texture definitions Alpha 2 changelog: * Added -nomonsters parameter * Added scrollwheel zoom to the automap * Added drag & drop wad loading * Mouse locking Main features include: * Full 3D renderer, with a software-renderer style shader * Support for Doom, Doom 2, TNT, Plutonia, Freedoom(s), and Chex Quest * Isometric automap * Console and Commandline Parameters * PWAD support Notes: * Large maps may load slowly or not at all; trying to load planisf2.wad or Vela Pax will just break the engine. * Many maps still don't load entirely correctly, this might result in missing sectors or holes, and at worst may fail to load the map properly at all. There are many known cases of this but if you find any maps you would expect to load correctly and don't, please let me know! I will try and fix as many as I can. * Please check out the console commands and settings in the wiki linked above! * PK3s, UDMF and Hexen Format are not supported. Heretic is not supported. * Special sector effects such as self-referencing sectors or Mordeth Bridges (basically anything relying on quirks of the software renderer) will not work correctly. I hope to eventually support the reasonable ones. * No Linguortal support. * While I do have a simple MAPINFO system for the engine to read mapnames, I don't currently support DEHACKED or other MAPINFO formats, so level names (or custom music if you're using the -midi parameter) will only show as the IWAD you're currently using. Support for this will be added eventually. This is an engine I've been working on for the past month or so, built from scratch using Unity. This is *not* a sourceport: I'm not using any code from the original doom in my engine. It's written purely in C#, originally starting as just a project to support loading Doom resources into Unity. Since things are being built from the ground up, features are implemented piece by piece. Currently you can only load up levels and run around them. IDCLEV and IDCLIP cheats are implemented, along with a console and command-line parameters. I'm heading towards building the base Doom game loop, but it will take a while before that is possible, and there are some features of this engine which people may already find interesting/handy (the automap and renderer being the main ones). Please let me know what you think! Is there anything in particular you would like to see, any niggles or problems you have? Any serious bugs or issues? I hope you find this interesting to play with in it's very early state. Edited May 12, 2018 by jmickle66666666 57 Quote Share this post Link to post
40oz Posted January 7, 2018 34 minutes ago, jmickle66666666 said: * Isometric automap wowza! 0 Quote Share this post Link to post
bonnie Posted January 7, 2018 (edited) I thought it was gonna actually play the game ;~; I'll still use this to take screenshots with the automap though c: serious bug: after idclev'ing two or three times, it fused map32 and map02 and then stopped taking idclev/idclip (I started on map32 and idclev'd to map02) Spoiler first person view: automap view: has science gone too far? Edited January 7, 2018 by bonnie 3 Quote Share this post Link to post
jmickle66666666 Posted January 7, 2018 Science has indeed gone too far. Look like when it fails to build a level properly, it doesn't clear up the last one. I'll note that down. Thanks! 6 Quote Share this post Link to post
Shadow Hog Posted January 8, 2018 (edited) On that note, I had wanted to see how well your engine could take my Walken, but attempting to load up the relevant map (MAP23 of 32in24-14.wad) appears to be one of those "fails to build a level properly" situations. idclev23 will do the map fusion bug reported above consistently. Warping directly to the map from the console gives you a black screen. Edited January 8, 2018 by Shadow Hog 0 Quote Share this post Link to post
jmickle66666666 Posted January 8, 2018 Yeah uh, I don't think it's gonna cope with that any time soon haha 0 Quote Share this post Link to post
Bauul Posted January 8, 2018 (edited) The isometric automap is seriously cool. Name the map! Am I right in thinking turning off follow-mode isn't implemented yet though? F didn't seem to do anything. Edit: Also, I must add, for an engine not built on the Doom source code it looks uncannily like it was. Brilliant job! Edited January 8, 2018 by Bauul 6 Quote Share this post Link to post
jmickle66666666 Posted January 8, 2018 Yeah follow mode isn't implemented. You can activate noclip and fly around for a similar thing though! Other cool tricks for the automap: activate mouselook in the console or settings (mouse_vlook true), and fly up/down with space/C when noclipping 0 Quote Share this post Link to post
Master O Posted January 8, 2018 25 minutes ago, Bauul said: The isometric automap is seriously cool. Name the map! Am I right in thinking turning off follow-mode isn't implemented yet though? F didn't seem to do anything. Edit: Also, I must add, for an engine not built on the Doom source code it looks uncannily like it was. Brilliant job! Doom 2, Map 15: Industrial Zone 1 Quote Share this post Link to post
EmotionalFelineinaMadstate Posted January 8, 2018 3 hours ago, jmickle66666666 said: This screenshot destroyed my brain even though it's pretty normal. 0 Quote Share this post Link to post
jmickle66666666 Posted January 9, 2018 turns out the linux build didn't get uploaded properly, fixed that now! 0 Quote Share this post Link to post
Doomkid Posted January 9, 2018 This made me want a Marble Madness/DOOM fusion more than ever before.. Super creative, well done! 9 Quote Share this post Link to post
GarrettChan Posted January 9, 2018 That automap is just impressive. 0 Quote Share this post Link to post
taufan99 Posted January 9, 2018 Now excuse me, while I try to hold all this epicness of this Nasty thing. 0 Quote Share this post Link to post
SuaveSteve Posted January 9, 2018 This looks very cool. Wish you all the best. 0 Quote Share this post Link to post
Dragonfly Posted January 11, 2018 I seriously cannot wait to give this a go tonight. Shame most of my mapping efforts are UDMF or ZDoom Doom in Hexen format! D: 0 Quote Share this post Link to post
AtroNx Posted January 11, 2018 Kinda silly thing I've discovered: If you quit noclipping in an empty space, you will fall down bugging the isometric automap. :P 1 Quote Share this post Link to post
drfrag Posted January 11, 2018 (edited) This is pretty cool stuff, as i already said earlier however... IMHO you should focus on running just the Doom and Doom II iwads, you really want people to create new real 3D maps for your engine. For that you'll need a configurable map editor for Unity (i guess) and to extract the necessary assets from the iwads. Running pwads and support editing tricks shouldn't be goals for this project, there are already many source ports for that. I bet Romero would agree. Edited January 11, 2018 by drfrag 2 Quote Share this post Link to post
Dragonfly Posted January 11, 2018 Or you could let the project author do as they please? I'm sure that's what Romero would want if he was working on a project. :p 8 Quote Share this post Link to post
Dragonfly Posted January 11, 2018 Sorry for double post. I love this tool! Will there be support for boom and onwards maps? :D My Vanilla compatible map that was made for the Aquatex experiment. Could probably have been a bit brighter for the sake of this screenshot, but it's really fun to see it this way. :D 3 Quote Share this post Link to post
Mr.Rocket Posted January 11, 2018 This IS pretty cool! Here's Mega5 map01 in Nasty. Is there a way to have a direct overhead view with the camera? and perhaps zoom in and out? If not, it would be my request. :) This thing rocks! Thanks! 7 Quote Share this post Link to post
jmickle66666666 Posted January 11, 2018 7 hours ago, drfrag said: This is pretty cool stuff, as i already said earlier however... IMHO you should focus on running just the Doom and Doom II iwads, you really want people to create new real 3D maps for your engine. For that you'll need a configurable map editor for Unity (i guess) and to extract the necessary assets from the iwads. Running pwads and support editing tricks shouldn't be goals for this project, there are already many source ports for that. I bet Romero would agree. i disagree :) 8 hours ago, Dragonfly said: I seriously cannot wait to give this a go tonight. Shame most of my mapping efforts are UDMF or ZDoom Doom in Hexen format! D: i'm hoping to work on udmf soon! at least getting them to partially render, i'm not sure about 3d floors or slopes yet. 1 hour ago, Dragonfly said: Sorry for double post. I love this tool! Will there be support for boom and onwards maps? :D My Vanilla compatible map that was made for the Aquatex experiment. Could probably have been a bit brighter for the sake of this screenshot, but it's really fun to see it this way. :D aaaaa thats so good <3 boom already works by the way! I don't support the special line transfers but the maps load pretty well (since they are the same format as doom, mainly) 37 minutes ago, Mr.Rocket said: Is there a way to have a direct overhead view with the camera? and perhaps zoom in and out? you can by enabling mouselook in the console/settings (mouse_vlook true), and moving the mouse around. should give you a top down view if you look down! maybe! i haven't checked haha thank you all for the kind words, i'm really glad people are enjoying this :) I hope to get back to working on it soon, been pretty busy this past week 2 Quote Share this post Link to post
CorianderCastor Posted January 12, 2018 For some reason those automap screenshots surfaced repressed nightmares of using the Kafkaesque Daggerfall map. (Of course I'm joking, overhead view and knowledge of level curves worked wonders there.) This is truly crafted from fine beauty. 2 Quote Share this post Link to post
KVELLER Posted January 12, 2018 (edited) On 7/1/2018 at 6:53 PM, jmickle66666666 said: [Isometric automap] Wow... just... wow... Also... uhh... is the background supposed to be upside down? Edited January 12, 2018 by KVELLER 1 Quote Share this post Link to post
jmickle66666666 Posted January 12, 2018 there are a few issues with the sky, but they are known. I will hopefully get them fixed soon! 0 Quote Share this post Link to post
hardcore_gamer Posted January 12, 2018 (edited) As cool as this may be is there any actual benefit for mappers to use this? You say this is made in Unity so I assume full 3D levels are possible, but that won't matter for somebody who is just using Doom builder or Slade to make levels. This thing has also gotten me thinking about the copyright of games like this. Since this technically isn't using the Doom engine doesn't that make this whole thing a giant copyright violation? How are you loading the resources into the game? Does the engine actually need the iwad or are you merely requiring the user to provide it so that he can't play Doom for free? Edited January 12, 2018 by hardcore_gamer 0 Quote Share this post Link to post
jmickle66666666 Posted January 12, 2018 This is only an alpha release, there are no real benefits of using it except for playing around with the isometric automap. You can't actually play Doom in it yet, just walk around levels etc. I wanted to make this release so people could try the automap out and also avoid putting off releases indefinitely. In terms of mapping, it only supports vanilla/boom maps at the moment, so you can't take advantage of any extra 3d features. Hopefully at some point in the future I will create my own UDMF namespace and start allowing mappers to play around with all the possibilities, but at the moment I'm just working towards building Doom from the ground up. I have a long way to go. I hope that clears some things up for you! 0 Quote Share this post Link to post
hardcore_gamer Posted January 12, 2018 2 minutes ago, jmickle66666666 said: Hopefully at some point in the future I will create my own UDMF namespace and start allowing mappers to play around with all the possibilities Well sure but that isn't really what I meant. What I meant was that as long as you are limited to only using the same tools used to mod actual doom engine games you can't actually take advantage of the fact that this engine is using Unity. There is no way to create true 3D in Doom builder except for using 3D floors and models. It's not a brush based editor that allows true 3D. If you are limited to using the same tools as we always have there there isn't any real reason to use this engine for mapping in favor of something like Gzdoom. 0 Quote Share this post Link to post
DooM_RO Posted January 12, 2018 Full 3D? Does this mean we will be able to make rooms over rooms and 3D architecture like in Quake? 0 Quote Share this post Link to post
jmickle66666666 Posted January 12, 2018 I'll cross that bridge when I come to it. All in good time. 0 Quote Share this post Link to post
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