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As far as I know, the modern Doom ports use Unity for the same reason that Chocolate Doom uses SDL: to implement the platform-specific aspects of the game engine across all the supported platforms (plus I think some other misc stuff like implementing the credits sequence and maybe the new menu UI). The actual underlying engine is still a modern branch of the original Doom code.
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# ? Apr 19, 2022 04:02 |
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# ? May 15, 2024 03:05 |
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kirbysuperstar posted:If Atlus can load half the SMT Nocturne disc as a huge loving IL2CP blob in Unity, the sky is the limit! jeezus, suddenly holding onto my original copy of STARRING DANTE FROM DEVIL MAY CRY does not sound like a bad idea at all
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# ? Apr 19, 2022 04:07 |
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Volte posted:As far as I know, the modern Doom ports use Unity for the same reason that Chocolate Doom uses SDL: to implement the platform-specific aspects of the game engine across all the supported platforms (plus I think some other misc stuff like implementing the credits sequence and maybe the new menu UI). The actual underlying engine is still a modern branch of the original Doom code. This pretty much. Any text and menus you see is generally rendered in Unity, which also greatly simplifies localization. It'd certainly be possible to use the Unity 3D renderer natively by sending triangles and meshes to it for games like Quake, but it'd be way tougher to do that than it would be with Doom which uses the original software renderer and tosses it onto a fullscreen texture.
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# ? Apr 19, 2022 04:14 |
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Volte posted:You had a 486 until 2006?
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# ? Apr 19, 2022 04:45 |
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spongeh posted:This pretty much. Any text and menus you see is generally rendered in Unity, which also greatly simplifies localization. Wait, what? Is this how it's currently done?
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# ? Apr 19, 2022 05:31 |
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TOOT BOOT posted:What engine did they use for the remasters from the past several years? I thought it was Unity...I know they're just not just updated versions of the original engines. Doom1&2 is the original engine using Unity (previously Doom3) as an I/O interface, with the doom portion being a somewhat headless library that can be duplicated (which is how splitscreen is run, it just runs 4 copies of Doom and uses the original netcode to link them up). Doom using a software renderer makes this super easy as you just copy the screen to a texture (because it's just an array of bytes, after all) and apply a shader to it which maps the colour palette. The menus are in Unity and overlaid on top. This is actually something you can inspect yourself (well an older version of it), as it was released as part of the Doom3 BFG source code: https://github.com/id-Software/DOOM-3-BFG Doom64 and Quake are in Kex, running their engines but with the Kex3/4 code replacing the rendering pipeline and supplying modern system interfaces. The rest of the engine sits inside a Kex game object class to run the loop. The code is implemented natively, so all extensions added are part of the engine itself. Rupert Buttermilk posted:Wait, what? Is this how it's currently done? Yup. Rocket Pan fucked around with this message at 05:54 on Apr 19, 2022 |
# ? Apr 19, 2022 05:32 |
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i have spent all drat day playing quake and quake maps on switch. this remaster is so good, the switch port is flawless, these add-ons are blowing my mind. y’all did a phenomenal job with this
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# ? Apr 19, 2022 05:46 |
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Rupert Buttermilk posted:Wait, what? Is this how it's currently done? If you download BTSX E1, you'll find this bridge pretty early on in the first level: I believe this bridge effect only works on the original software renderer. I think GZDoom will detect BTSX and patch the specific sectors for it's hardware renderer, since otherwise it would not render correctly. It is a trick that exploits Doom's software renderer in order to accomplish.
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# ? Apr 19, 2022 06:12 |
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The specters are another example. No hardware renderer has recreated the refraction effect properly/at all. Sprites are also another example, as most typical hardware renderers cut their feet on the floor, where it's supposed to keep rendering into it. Though Doom64 gets around this by omitting the zbuffer, and Strife:VE makes use of an overdraw layer and using the zbuffer to stencil it.
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# ? Apr 19, 2022 06:26 |
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spongeh posted:I think GZDoom will detect BTSX and patch the specific sectors for it's hardware renderer, since otherwise it would not render correctly.
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# ? Apr 19, 2022 06:47 |
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Weedle posted:i have spent all drat day playing quake and quake maps on switch. this remaster is so good, the switch port is flawless, these add-ons are blowing my mind. y’all did a phenomenal job with this yeah it’s brill
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# ? Apr 19, 2022 09:16 |
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Rocket Pan posted:The specters are another example. No hardware renderer has recreated the refraction effect properly/at all. I'm no graphics coder, but technically, it should be possible to recreate the exact the same refraction with a shader written based on the original code, right?
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# ? Apr 19, 2022 09:40 |
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verbal enema posted:PUT THE GODDAMN BASKETBALL STADIUM IN!!! kirbysuperstar posted:I give you permission, Shadow Hog. Just finished a texture transplant from one mod to the other, next comes the fun part of converting everything to ZScript so I can actually boot the map up. This is likely going to take lower priority than the other project I already had in progress, though...
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# ? Apr 19, 2022 09:48 |
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Turin Turambar posted:I'm no graphics coder, but technically, it should be possible to recreate the exact the same refraction with a shader written based on the original code, right? I'm not sure if it can be identical, but yeah a shader would be able to get close. However for whatever reason, no single hardware port even tries. Except prboom-rt, though for tech demo reasons.
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# ? Apr 19, 2022 10:06 |
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So y'all are telling me that in the Doom remaster/console ports (from this generation), your player entity in Unity is essentially standing in front of a texture that's playing Doom? Is that a way I can think of it? It's been forever since I've messed with unity, back in the day when I thought I could make games, so my apologies if I'm way off. Also, if anyone can code a shader for Doom to match that invisible effect, it's (fellow goon) Xibanya. She's a goddamned shader wizard.
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# ? Apr 19, 2022 11:09 |
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Rupert Buttermilk posted:So y'all are telling me that in the Doom remaster/console ports (from this generation), your player entity in Unity is essentially standing in front of a texture that's playing Doom? Is that a way I can think of it? It's been forever since I've messed with unity, back in the day when I thought I could make games, so my apologies if I'm way off. Sorta kinda yeah. The ol' Nerve port (with some changes and tweaks obviously!) is contained within a DLL and sends its output and requests input to/from Unity.
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# ? Apr 19, 2022 11:28 |
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Rocket Pan posted:(which is how splitscreen is run, it just runs 4 copies of Doom and uses the original netcode to link them up). I had no idea how that works but it oddly makes sense Love reading your posts for this kind of poo poo lol
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# ? Apr 19, 2022 13:38 |
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Rupert Buttermilk posted:So y'all are telling me that in the Doom remaster/console ports (from this generation), your player entity in Unity is essentially standing in front of a texture that's playing Doom? Is that a way I can think of it? It's been forever since I've messed with unity, back in the day when I thought I could make games, so my apologies if I'm way off.
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# ? Apr 19, 2022 13:48 |
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Lork posted:There's no need for a "player entity" so it's just a camera, but basically yeah. Ah, right. Still, I think that's actually really neat, like when I learned that, in Portal, the actual portals were just custom, dynamic textures linked to the invisible camera attached to the corresponding portal. Game dev is wizardry
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# ? Apr 19, 2022 14:01 |
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Yea, there's not really a player entity looking at an object, it's just a camera setup to be 2D. Same thing if you were making your menu systems in Unity. However, when I fixed the sound a few patches back, I did so by placing a listener at 0,0,0, and anything that makes sound is turned into an actual game object with a sound emitter in the world placed around the origin. The sound falloff was changed to match Doom's of 2000 units or whatever it is. So there actually is a bunch of game objects moving around the player representing anything that's making a sound. Made debugging the sounds a lot easier since I could just see if the sounds are coming from the right place.
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# ? Apr 19, 2022 15:42 |
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i love reading about this stuff as well, thanks for sharing everyone
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# ? Apr 19, 2022 15:53 |
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site posted:i love reading about this stuff as well, thanks for sharing everyone Same, this is fascinating.
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# ? Apr 19, 2022 17:11 |
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this is the best thread on something awful imo
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# ? Apr 19, 2022 21:58 |
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Convex posted:this is the best thread on something awful imo Look at this Pinky's huge balls
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# ? Apr 19, 2022 22:09 |
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Some featherweight fun here... https://twitter.com/TheSuperMainiaC/status/1515670391213240320
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# ? Apr 19, 2022 23:25 |
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God Postal 4 has awful performance.
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# ? Apr 20, 2022 04:16 |
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Update 3 is out for the Quake Remaster, adding a host of modern accessibility options like text-to-speech and a non-pixel-art font, three new Horde Mode maps by the MachineGames crew, and various tweaks and bugfixes. Also, all the remaster's new QuakeC scripting is now available under the GPL, and there are some fun new modding toys like letting any entity use bot AI path nodes.
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# ? Apr 20, 2022 17:41 |
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The Kins posted:Update 3 is out for the Quake Remaster, adding a host of modern accessibility options like text-to-speech and a non-pixel-art font, three new Horde Mode maps by the MachineGames crew, and various tweaks and bugfixes. Also, all the remaster's new QuakeC scripting is now available under the GPL, and there are some fun new modding toys like letting any entity use bot AI path nodes. I'm gonna load up E1M1 with super hard bots and have a blast directly from 1997.
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# ? Apr 20, 2022 18:12 |
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The Kins posted:Update 3 is out for the Quake Remaster, adding a host of modern accessibility options like text-to-speech and a non-pixel-art font, three new Horde Mode maps by the MachineGames crew, and various tweaks and bugfixes. Also, all the remaster's new QuakeC scripting is now available under the GPL, and there are some fun new modding toys like letting any entity use bot AI path nodes. amazing!
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# ? Apr 20, 2022 18:12 |
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if any of you want me to put your junk in my game as a billboarded sprite that can be blown to smithereens, send it to me here: jay at jaytholen dot net don't worry about keying out the background, i can do that myself. more info in this thread: https://twitter.com/jaytholen/status/1516862932503732229 so far we've had submissions of beloved stuffed animals and pets which is pretty funny since people will be blowing these things up. gonna put the pets in but make them look like statues or figurines. vvv - YES Gaspy Conana fucked around with this message at 21:49 on Apr 20, 2022 |
# ? Apr 20, 2022 21:39 |
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Gotta find my cow shaped cream pourer stat!!!
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# ? Apr 20, 2022 21:42 |
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what if I take a picture of a FIREBLU cushion
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# ? Apr 20, 2022 22:01 |
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I’m glad the Quake update starts you on the accessibility screen so you can immediately turn it all off. That new font scared me for a moment.
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# ? Apr 20, 2022 22:02 |
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Heavy_D posted:Some featherweight fun here... This genre is great, but the MVP will always be the one with the cats going up the stairs.
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# ? Apr 20, 2022 22:06 |
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The Kins posted:Update 3 is out for the Quake Remaster, adding a host of modern accessibility options like text-to-speech and a non-pixel-art font, three new Horde Mode maps by the MachineGames crew, and various tweaks and bugfixes. Also, all the remaster's new QuakeC scripting is now available under the GPL, and there are some fun new modding toys like letting any entity use bot AI path nodes. In the off chance any community port developers are hanging around here: https://twitter.com/Rocket_Pan_/status/1516889583677751296
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# ? Apr 20, 2022 22:22 |
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Gaspy Conana posted:if any of you want me to put your junk in my game as a billboarded sprite that can be blown to smithereens, send it to me here: jay at jaytholen dot net Uh, how many dickpics have you been sent after phrasing it that way?
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# ? Apr 20, 2022 22:44 |
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Yeah at first I didn't realize what thread I was in and thought "why is this guy soliciting dickpics for a retro fps?
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# ? Apr 21, 2022 00:47 |
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Baron von Eevl posted:Yeah at first I didn't realize what thread I was in and thought "why is this guy soliciting dickpics for a retro fps? Knee deep in the DMs
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# ? Apr 21, 2022 00:52 |
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Baron von Eevl posted:Yeah at first I didn't realize what thread I was in and thought "why is this guy soliciting dickpics for a retro fps? Duke is back, babey!
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# ? Apr 21, 2022 01:13 |
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# ? May 15, 2024 03:05 |
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skasion posted:Knee deep in the DMs
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# ? Apr 21, 2022 01:15 |