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Everything posted by AmethystViper
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The Unity Port Thread - PS/Xbox/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
Some other minor issues I and another GOG user are experiencing with the GOG release: • The scroll bar for the add-ons description doesn't work. I tried using the right stick to move the description window down, it does nothing, I tried using the scroll wheel and still doesn't respond, and when I tried to brute for scrolling the description down by using the mouse pointer the bar just forces itself to the top. • This was something I was seeing for a while now since the Steam release, but the controller prompts in the Add-ons on PC menu does not match with non-XInput controllers (i.e. DualShock 4, Switch Pro Controller). Also anything came up about the issue that I reported about inputting classic cheats via keyboard not working in the GOG release? I am really starting to miss being able to easily use cheats when I need to test some things when messing around with the Unity port's WAD files. -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
I have to try this out if I ever get a Switch of my own and start running into this problem. Thank you for sharing this with us! -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
I couldn't agree more. When I was a teenager playing through a copy of Doom 3: Limited Collector's Edition on the original Xbox that my brother borrowed for a time from a friend of his and having a good time playing with classic Doom whenever I need a breather from having the crap scared out of me and it's amazing to see these games brought to modern systems like this (after the patches) and provide so much content for newcomers and longtime fans alike, especially thanks to all the curated mods being offered to players which is a great way for console players to experience what the community has created over the years. It's really frustrating though to see the PC version of the Unity ports still much derision from Steam forums and some other places from anti-Bethesda clowns and elitist PC snobs because heaven forbid if these games aren't played on anything but GZDoom according to them. While I still think there could be more room for improvement and some things could be fixed with these ports, I'm having a pretty good time with these ports making it easier to play classic Doom in a more modern context. I don't regret double-dipping for these ports again when I snagged them up for a sale on Xbox to have access to them for both my brother's Xbox One and natively on PC through the Xbox App for the cloud-saving support (though I'll probably switch over to the GOG version when I clear through some of the achievements). -
I got to try this out for a bit and this looks pretty cool! I've thrown this at a vanil-ish set-up of GZDoom I'm using (mostly in terms of aesthetics) and there are moments the voxels almost gives off an optical illusion effect from a distance until you get to see them monsters up close when viewing the models in junction with NightFright's RetroShader/Pixelizer and Dark Assassin's XPaletteTonemapper mods. Screenshots:
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[UPDATED 5/20/23] Doom 64 Restoration Patch (2020 Remaster)
AmethystViper replied to OpenRift's topic in Mods & Resources
Aaand sent to your inbox. -
[UPDATED 5/20/23] Doom 64 Restoration Patch (2020 Remaster)
AmethystViper replied to OpenRift's topic in Mods & Resources
I tested it out across Steam, GOG, and Epic Games Store versions and it works like a charm. Thank you. I took a bit of liberty and editing the legals.png and PhotoSensitiveWarning.png files and tweaked the original copyrights text to make them aligned more towards the center of the screen and so far works with the edits I've made. If you want, I can send the modified text screens over. Screenshot of the readjusted copyrights text in windowed mode in 1440p: -
[UPDATED 5/20/23] Doom 64 Restoration Patch (2020 Remaster)
AmethystViper replied to OpenRift's topic in Mods & Resources
Not a 100% thorough comparison but I compared the Steam version KPF files to the ones in the Epic version and it appears there are some differences with the localization and gfx files between both KPFs. -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
Why's the Epic Store versions of Doom I Enhanced and Doom II Enhanced using the outdated screenshots of the port with the "trial version" text plastered on the lower right? And on a (nit-picky) subject of advertising, how is it that Doom II on Steam hasn't had its web assets updated like Doom I and 3: BFG Edition (now resembling the 2019 version as simply Doom 3) did? -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
There's an inconsistency a GOG user pointed out on the GOG Doom series forums in the Unity port between the Steam an GOG versions: the Steam version can input classic cheats (e.g. IDKFA for all weapons and keys, IDDQD for God Mode) just fine via keyboard, but typing these cheat codes in the GOG version don't work at all for some reason. I tested both versions and I can confirm that classic cheats via keyboard don't work in the latter (I tried typing "IDFA" during gameplay as much as possible, nothing happens). -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
I noticed these while digging through the GOG version of the Unity port and comparing them to an earlier version of them I had leftover from my Steam installation: GOG version on the left, the earlier Steam build I had on the right. I presume these are also coming to Epic at some point? EDIT: Same .dll files appear on the Steam version after performing a clean re-install just now with nothing else added compared to the GOG version. UPDATE: And lo and behold, they appeared on Epic Games Games store along with Doom 3 (2019) and Doom 64. -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
Oddly enough the time the bug happened to me when I was online and launched the game through Steam while signed into my Bethesda account. -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
There appears to be a strange new problem introduced with the recent naming convention change of the Doom games on Steam where the menus are bugging out according to Steam users. It was reported on the Doom I version of the Unity port on Steam forums, but I fired up Doom II's Unity port and I just ran into the "invisible" menu problem too where Doom guy was making random sounds but it turns out that it was the menu for some reason was opened in the background without me pressing Start/Menu on my controller and I accidentally ended up starting the level over. Can someone please investigate this and maybe take the opportunity to update the Unity ports themselves with feedback some other users like OpenRift mentioned here and on Steam? -
I was able to snag this at the end of the Summer Sale on GOG thanks to my brother and it's a fantastic DRM-free surprise I wasn't expecting. Thank you guys for putting this on GOG! Here's to hoping that the Unity ports of Doom and Doom II will get their GOG release too!
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PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
AmethystViper replied to intacowetrust's topic in Source Ports
This is a relief to hear when I came back to check on this thread! Godspeed on this project! -
Are there plans to update this for Doom CE 3.0.x? I also noticed that when using this mod with Doom CE, the menus stop using the widescreen assets that Doom CE comes with. Tested with Doom CE (PSX Full version) v3.0.1. Question was already answered with a post above. So far I can't change the UX style at all in the HUD options with this mod in v3.0.x.
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The Unity Port Thread - PS/Xbox/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
Now this was a pleasant surprise to see this when I snagged the DOOM Slayers Collection with some leftover birthday money on my Xbox account and seeing this news pop up on my brother's Xbox! Thank you @sponge and congrats @Pavera for having your work featured among the curated add-ons! Wait, if this is the 15th mod added to the Unity port, then where's No. 14? Both Doom's and Doom II's Unity turns up a missing "14" in this collection of mods. -
While I have little incentive to use Doom95 over ports like Crispy Doom and recently Woof!, it's nice that it can still be played on Windows 10 thanks to these fixes and it's very easy to install. Thank you OpenRift! Question: does this fix use the id Anthology version's of Doom95's executable? That executable apparently few things and a crash that the older version of the executable left over.
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[UPDATED 5/20/23] Doom 64 Restoration Patch (2020 Remaster)
AmethystViper replied to OpenRift's topic in Mods & Resources
I hope they'll fix that, and apparently the some users are complaining that the framerate is not truely uncapped though I'll take a stable 60 FPS than a choppy 91 FPS mess from the previous patch. Update: @OpenRift I noticed your mod accidentally includes the borked DX11 shaders; I compared the mod's kpf files and the one from the latest clean version of Doom 64 and the former during the demo sequence. -
[UPDATED 5/20/23] Doom 64 Restoration Patch (2020 Remaster)
AmethystViper replied to OpenRift's topic in Mods & Resources
Another update came out today, though I'm not sure if it impacts this mod. • https://steamdb.info/patchnotes/8287891/ -
My apologies, I'm just speaking as someone who sadly doesn't have any actual experience with the original N64 version of Doom 64 other than Doom 64 EX by Kaiser many years back.
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I got a more direct comparison from a backup of the older build I got versus the new one using the Super Shotgun as an example.
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That makes more sense when you put it that way. Thank you for the insight Edward. There was something else that that some Steam users noticed in this comparison linked here that the weapon sprites appear to be slightly larger in size than they were originally compared to the earlier build and N64 version.