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sponge

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Everything posted by sponge

  1. No vertical looking is planned, either aim up and down or the kind where it doesn’t change your aim. That’s too big of a change, especially with the rendering issues present in the original renderer.
  2. It's also on my list! I'd like to as it is definitely how I preferred to play Splatoon, but I can't confirm that it'll definitely make the cut. It's potentially one of those features that takes a lot to get right and be valuable.
  3. sponge

    Pinkies not being fast on Nightmare?

    I'd like to, but the 360 port was playing back the music real-time, while these are using pre-recorded audio files. I haven't looked into yet what it would take to setup loop points in the audio, but unless it's playing back two instances of the song, I worry that the reverb cutting off might sound weird.
  4. sponge

    Pinkies not being fast on Nightmare?

    I believe some of the nightmare stuff was intentionally disabled because of https://doomwiki.org/wiki/Demon_speed_bug way back in the original 2003 Xbox port, or the 2009 360 port. It's on my list to fix, which also includes auditing what's exactly working and not working at the moment with Nightmare, so hopefully I can get around to cleaning up all the nightmare behavior to act like the DOS version.
  5. Thanks for the reports! I've ran into the menu one but have had a hard time tracking that one down. For quick load, the intent is the game unpauses after quick load (it's intended to be as quick as possible for those wanting to save scum heh) so the menu staying up is the issue here. In order to license WADs, we have to be able to contact all the original authors, and they must have made all the assets themselves. Heretic, Hexen are often seen in people's works, but because id only published them, our rights to use assets outside of the original game are a little less clear, so we just avoid that situation entirely. Doom 64 is similar. Wolf (except '09), Rage, Quake, and the other Doom games should be fine. They must also be vanilla or limits removing (although some still crash) without DeHackEd. That one has been actually the tricky part, given the amount of awesome Boom compatible levels, and levels that have a light amount of, but still critical DEH patch, but I'm pretty happy with what's we've at least got planned. I don't think I converted them to MUS in our WAD, and they might've been MIDI in the original release too.
  6. Thanks for the report! Just to confirm, are you saying it sounds like my Sound Canvas recording of E1M4 might've have one of the intro bars chopped off?
  7. The new intermission pic is Eisen from Quake Champions, who is actually an engineer in the game. It also is kind of fitting since he started his life as an unused piece of concept art from new Doom, so I thought it would make a neat little easter egg that Double Impact is kind of an alternate reality Doom E1, and that it used what could've been the Doom guy in an alternate reality.
  8. Unity is just the input/display layer. It’s the original Doom engine, specifically the XB360 versions converted to run as a DLL. That means it can be loaded and driven from just about any language that can load native libraries. In this case, it’s loaded into Unity. It has had many limits raised, but no DEH support, and no support for any of the Boom specials. Some limits removal stuff still doesn’t quite work, but many should.
  9. While the 3DO soundtrack would easily be worth any download size, I don't believe we contractually ever had any rights to it. That work would fall under Art Data Interactive, or if anyone bought the rights when they folded, or the original artists. I also wouldn't certainly consider any mods we release as canon. We definitely do not consider that when finding mods to license heh.
  10. sponge

    Doom and Doom II 2020 re-release

    You can, however at the moment you have to hit F5 and F9 while the pause menu is open. Obviously not ideal, and not how practically anyone would expect it to work, but I have it on my fix list.
  11. All of the sounds are the original game, except when using mods, there's an issue with chainsaw and the super shotgun has the sample rate problem. These don't happen in the base game because IWAD audio goes through a different path than loaded add-ons right now.
  12. sponge

    Doom and Doom II 2020 re-release

    A bunch of limits have been raised beyond the BFG limits, but nothing was made dynamic yet. Compatibility with limits removing mods is going to be spotty and obviously dehacked is not available, but some do work (SIGIL doesn't run in BFG ed). With the amount of engines and engine standards out there, it's never going to replace the need for source ports, but as AlexMax pointed out, an option that doesn't require you to download one from the start is nice (which is why it was included for free if you owned the DOS versions). I hope having some mods accessible in-game will encourage people to search for what else is out there, and lead to awesome stuff like Remnant and Lost Civilization that we can't so easily support.
  13. There are definitely a bunch of sound issues still, and I've got them logged. Thanks for the report regardless!
  14. I think this one slipped through the changelog. You should be able to zoom the minimap with the dpad now.
  15. This is correct! The goal is to get the maps as close as possible to the original that we can still ship worldwide, so the original recording was used for the start since that's the part that's immediately recognizable. As a part of add-on support, the disk files are no longer used internally. The IWAD files are just loaded straight from the Unity asset bundle, which can probably be extracted pretty easily. Not sure why the skies aren't getting used, I'm seeing them in the DMAPINFO lump. Will see what I can do about this, thanks for the reports!
  16. sponge

    PrBoom+ 2.6.66 (Jun 20, 2023)

    Yea, I wasn't wanting to make a new standard so I stuck with the new ZDoom almost-INI style, but when I got to the point where I'd have to implement the cluster stuff, I veered off there. It seemed kinda confusing just for the use case of triggering episode scrollers compared to just saying "use the text screen next". We don't use lumps for "entering level" graphics and level names and such, they're rendered out as strings in Unity, so some stuff like that differs. This was something we needed to support add-ons overriding map names and populate them in the UI in the level select, it was very much the quickest way to get what we wanted, hence using a new prefix. I'm theoretically not against supporting a subset of UMAPINFO or something like it in an update, I just didn't know its existence until it was too late and based on a quick search, I wasn't clear what the working status of it was. I don't expect DMAPINFO to be the end all be all or anything, it is just a means to an end.
  17. Should be the id Anthology version of both TNT and Plutonia, with the edits made for green health packs. NRFTL should have the correct music tracks, too. (I also changed the sky in the NRFTL hell levels to the hell sky, since I added swapping skies through metadata now.)
  18. No new achievements/trophies. I’m not sure if we can just add more without it being tied to a DLC. It might be weird since they’re not shipped with the game, I’m not certain of the specifics. You will be able to select fists and chainsaw separately, and much more quickly than before. Same with dpad, but we don’t double up weapons on non-shotguns. I’m pretty happy with how fast you can get to weapons now on controller.
  19. The textures and audio have been altered to replace Nazi references instead of the empty wall texture, and the original sprite and monster placement has been restored. This should be present in this next update that includes the curated add-ons. There's a bunch more to this update that hasn't been covered yet, and along with 60FPS, I'm hopeful this will address most of the issues that have built up throughout the years of console Doom ports since the first Xbox
  20. Actually part of the mod support is reviving MIDI support. At the moment, the mods are using the MIDI versions, but I may re-record those with the SoundCanvas in the future, but we'd need to support pulling OGG music out of the WAD file first.
  21. Thrilled to see that everyone is excited about the update. I'll be very excited to have it finally be playable by all. I can't be super specific, but there's bunches of more changes that haven't been covered yet, and more community content to come still!
  22. sponge

    Doom 1-3 on the Switch?!

    Hi all, Been keeping tabs on this thread for reports, and trying to restore changes that may have occurred in past ports back to original behavior where appropriate. The demo desync should be fixed by using the old MAXBOB values for demo playback, but using the lowered values while in-game. That desync probably dates back to the 360 ports. It can probably be done in a way that reduces it in the renderer but not the gameplay, but I haven't looked into that yet. MAP06 and E1M4 have been modified for the reasons suggested here. I'd like to see if I can make those fixes without rebuilding nodes as suggested here but I'd have to look into more on how to achieve that. E4M1 can't be restored, sorry. I'm aware of the brightness, aspect ratio selection, and faster weapon swapping requests, too. I'm also aware of the Nightmare fast monster changes. I assume that change was made to fix the slowed down monsters save game issue at some point in the past. It would be nice to fix that properly If there are other issues that are either new to these releases, or carried over from past ports, definitely keep reporting them. I've looked through DoomWiki and have tried to confirm what's changed and what's already been fixed, but I'm sure there's more out there.
  23. sponge

    Doom 64 coming to PC and modern consoles?

    Yup, 100% correct. Wouldn't work on any console, GPL or LGPL. I would've absolutely loved to base the console ports off of something like Chocolate or Crispy Doom, but that just can't happen. Console SDKs are confidential, and can't be released in any form. Also basically correct! I wrote up a little explainer for my personal portfolio: https://d8d.org/professional/ We're basically using Unity kind of like SDL, except Unity helps handle a lot of stuff you need to pass console cert that homebrew doesn't need to worry about, like handling Joy-Cons correctly, user profile management, touch controls with feedback. Not having to build our own 2D UI, or trying and bolt all of it onto the Doom engine is another advantage. All of that, plus the ability to ship on 5 platforms simultaneously would've taken significant amounts of time if we had to develop all the cross-platform hooks ourselves. The D3 BFG Classic Doom is the Doom used in the original XBox, and the 360/PS3 ports and is on GitHub. The "Doom as a shared library" part of it is new to this port, and isn't open unfortunately. I think it's a cool model to be able to run an unlimited amount of instances of Doom at once that way. It's a bit weird that a lot of the conversation around it has turned into "Doom ported to Unity" it's not like we rewrote the whole Doom engine to use ECS and C#. That Doom core can be pulled out and you could call it's functions from Python if you wanted to, but that wouldn't mean Doom was ported to Python.
  24. sponge

    Quake Champions Gameplay Trailer

    http://www.pcgamesn.com/quake-champions/quake-champions-engine-saber-interactive Mentioned here, basically the engine had still quite some time left when the project was starting production.
  25. sponge

    Guys...check this new Quake video out

    project ranger was what i was using to learn the steam api for the eventual port of quake live to steam. look at the achievement for that app id.
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