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The Unity Port Thread - PS4/Xbox One/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
I'm not sure if anyone else is experiencing this issue, but apparently there's some microstutter issue report going around on Steam claiming that the game is microstutter while strafing using the Strafe Left/Right keys or controller during gameplay. I'm not sure if anyone else has noticed frame-rate dips while strafing on PC or consoles with the Unity port. Something I did notice, however, is that the V-sync option overrides the frame-rate limit option based on the hertz of the display (e.g. setting to 30 FPS with V-sync enabled forces to lock it at 60 FPS on a 60 Hz display). -
I remember seeing (formally) Happy Video Game Nerd's review on the PlayStation version of Doom and it was what got me into that version, and as someone who admittingly got into Doom by Doom 3 on the Xbox, the PlayStation version to me was the right marriage of Doom's classic gameplay with a horror atmosphere on top of being a solid version of Doom. The music by Aubrey Hodges really drew me into the hellish landscape and great use of colored lighting. Happy 25th Anniversary, PlayStation Doom!
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The Doom 64 Source Code Released! (Reverse Engineering)
AmethystViper replied to Erick194's topic in Console Doom
Holy crap, this is amazing! I was not at all expecting this! I can't wait to see where this goes now that the source code is available! -
The Unity Port Thread - PS4/Xbox One/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
Someone reported the add-on endings doesn't seem to work, and from this user's experience, the ending screen for TNT: Evilution didn't show after the ending text screen, it just boots him back to the main menu and that was it. I tried this earlier myself and had the same thing happen, no ending screen appeared after beating TNT's final level, even after letting the ending text screen stay for a few minutes. -
The Unity Port Thread - PS4/Xbox One/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
For anyone possibly having issues with the Unity port on PC with the menus not working or something, someone has confirmed to be a lack of certain Visual C++ Redistributable dependencies the Unity port requires mentioned here. @sponge I think this is be mentioned for the Unity port's minimum requirements should the actual minimum requirements of the Unity port do come to light. -
The Unity Port Thread - PS4/Xbox One/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
@sponge This player on Steam seems to be having some odd issues with Right Shift causing controls to not work properly (detailed here), and while I couldn't exactly reproduce the issue, I do notice my mouse cursor stops working properly when pressing Right Shift during gameplay or in menus, and holding down Right Shift while pressing keys on the Numpad stops the Numpad from switching weapons. -
The Unity Port Thread - PS4/Xbox One/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
Someone did mention early the downloadable add-on WADs in the Unity port don't sadly auto-update whenever they get patched, so manually updating them hopefully should fix the issue. -
The Unity Port Thread - PS4/Xbox One/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
@sponge Another missing feature I hope that can be brought back in the Unity port is the Follow Mode for the automap and the ability to add/clear marks because it appears you can't do that anymore in the Unity port when it was possible in the original DOS version, along with the ability to use the Y and N keys to quit to main menu/desktop like in the original as well. -
PSX Doom Forever [Awful Mod/Hack for PSX Final Doom]
AmethystViper replied to Dexiaz's topic in Console Doom
Doomguy in this shoddy hack's version of I'm Too Young to Die is gonna be like: "Where did everybody go? Bingle?" -
The Unity Port Thread - PS4/Xbox One/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
I ran into this issue one time even before the new update that came out today, sadly. -
The Unity Port Thread - PS4/Xbox One/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
Okay, we got a patch note about half an hour ago and it seems like they fixed the mouse sensitivity issue with high frame-rates and V-sync. So far the sensenitivy on my end with the PC version feels more consistent regardless of framer-rate and whether or not V-sync is enabled. https://steamcommunity.com/games/2280/announcements/detail/2864810353842265853 -
The Unity Port Thread - PS4/Xbox One/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
I just got an update for the game on Steam but no patch notes (yet) from what I can tell. -
The Unity Port Thread - PS4/Xbox One/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
That's strange because I don't see a level named The Spirit World in the original Back to Saturn X: Episode 2 or in the PC version's BTSX 2 downloaded from Bethesda-net within Doom II Classic and I can't seem to replicate the issue on PC. so there must be some weird conflict with Doom II and BTSX 2 going on here with the Switch version. Another thing I found strange that in the gif of the October 23, 2019 Update of the Unity ports, the .gif showing off how downloadable add-ons work showed these: So multiple WAD loading was apparent at one point with the Unity port on PC (and possibly mobile versions) but scrapped? Could something like this be possible to re-implement this feature in a later update? Because one of things hurting the modding support for PC players along with mods that are sadly going to crash the Unity port is the lack of multi-WAD loading. While on the subject of the add-on menu's UI, when I plugged a DualShock 4 controller with he PC version, I can remember it showed Xbox prompts instead of PlayStation ones. -
The Unity Port Thread - PS4/Xbox One/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
Getting back on topic, @sponge is there any possibility of fixing the lack of proper music looping with the pre-recorded SC-55 music? I noticed that some tracks, like D_E1M1.ogg, have some silent filler at the end of where the respective music tracks ends, and cutting that part off with Audacity on my end seemed to made the playback more seemless after testing it out so far with E1M1's music. -
The Unity Port Thread - PS4/Xbox One/Switch/IOS/Android
AmethystViper replied to Eurisko's topic in Console Doom
Oddly enough my introduction to Doom was the original Xbox port of Doom 1 from the Limited Collector's Edition version of Doom. I kinda remember the way of turning around was more digital than it was analog, plus it was much darker than what the PC version is like in terms of brightness/gamma.