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TriggerCoder

DOOMITY public beta Released

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I'm happy to announce that DOOMITY has gone open beta:

 

Now you can try it out directly on your web browser:

https://kncarnage.itch.io/doomity

 

FAQ:

WHAT IS DOOMITY?

DOOMITY is a module of the "United Generations" (Behemoth) Project, that aims to have all the Classic ID games (Wolf3d, DOOM, Quake1 and Quake3), playable under the Unity Engine in the spirit of the late Quake2 Generations (https://web.archive.org/web/20020306115539/http://www.planetquake.com/generations/

 

WHY? THERE ARE A LOT OF OTHER SOURCEPORT DEVELOPED

DOOMITY is not a source port, it's based on Risto Paasivirta's Doomloader (https://www.doomworld.com/forum/topic/98682-doomloader-for-unity/) which is based on Pascal vd Heiden (CodeImp) Doom Builder, which allows to get the geometric data of the maps, to have a polygonal representation which Unity can work with, then the gameplay elements are added on top of it to have Doom "feel" gameplay, the only part of the code that's share with other source ports is Randy Heit's Mus to Midi converter (mus2midi.cpp).

 

HOW DOES IT ACHIEVE DOOM GAMEPLAY?

At startup it load the selected iwad (doesn't have a iwad selector yet), the it cache the textures, images, sounds and finally it load the selected soundfont, then it start reading the corresponding map information (linedef, sidedef, sectors, things, etc) then it start building and populating the map dynamically, basically all of Doom gameplay information/elements were taken from https://doomwiki.org

 

WHY THE UNITY ENGINE?

Because of the editor and the support it has. Having an editor run at the same time as the gameplay is priceless, you can make changes to the map, add/remove stuff, check the drawcalls, etc, and not to mention for the debugging information, really priceless. 

One common problem/limitation that all source ports have is that they need to upgrade the rendering engine in order to take advantage of any new API (Vulkan, Direct3d, OpenGL, etc) or to add new visual enhancements. When developing for Unity, you don't need to worry about this (probably in the future will have to worry about Mono vs DOTS), also to have a common engine allows for a really easy integration between all these games, also using Unity allows us to port it to different platforms (including Wii-U)

 

TECHNICAL STUFF:

BEHIND THE CODE

Rendering and Collision

Getting everything loaded for a map had some limitations, we got the same problem that Carmack got when porting Wolf3d for the SNES, the hardware began to struggle. As everything was loaded on a map and having only Frustum Culling (even though Unity offers Occlusion Culling, it must be used for static items, as it need to bake the map in order to get the data to know what to occlude, however as everything is loaded dynamically we cannot baked it) we had a lot of overdrawn getting even more than 8000 draw calls in really populated maps. Doom solved this with Binary Space Partition, however as our approach was different as we were working with meshes we wanted to move forward to a more modern approach, here is a good read (http://www.robotrenegade.com/articles/id-tech-3-optimization/vis.html) so basically every sector needed to be broken down to convex subsector (BSP) to be culled with a Potentially Visible Set (PVS). Vavoom had PVS implemented and their solution proved to be fast and efficient (https://www.vavoomengine.com/glvis/). So the rendered was done on the subsector occluded on the PVS, however having so many triangles and meshes for the collision detection was a bit overkill, considering Doom used the Blockmap tables, we wanted to improved a bit, so in our case we used the original sector meshes as our collider meshes.

 

AI

Doomloader original had Breadth-first search algorithm for pathfinding, however because of the algorithm chosen and the way it was implemented, it had a lot of limitations, basically everything was searching for just 1 target (player) and the way it was implemented was really CPU intensive (when tested on the Wii-U it was the most CPU consuming process), so it had to be removed but the quick grid look up tables were kept, as they fast to access and to check for every triangle either on the sector meshes or subsectors, anyway A* was chosen as the pathfinding algorithm, and has proven to be fast an efficient.

 

Music

Doom original music it's just too awesome, I don't think any MP3 can surpass the feeling that, Unity doesn't have any midi player, however there was C# Synth Project (https://archive.codeplex.com/?p=csharpsynthproject) that was used as a based and ported to Unity (yes it works on the Wii-U) along with Randy Heit's Mus to Midi converter (mus2midi.cpp), allowed to use soundfonts to load and play the original Doom Soundtrack.

 

External Resources

Doomity can load external resources (HD textures, etc), the fastest way is to have everything loaded as resource in Unity and then it's packed and ready for use, however that present a huge limitation when trying to use other textures, graphics, whatsoever, so it was design to load everything externally then search for internal data and finally inside the WAD. It takes some time to load all the data when the program is launched as it need to convert the png images "friendly" to Unity (DXT1 or DXT5) 

 

WHATS DONE SO FAR:

Technically Ultimate DOOM (Episode 1, 2, 3 and 4) and DOOM 2 is completely playable. 4 Splitscreen Multiplayer it's been working on.

 

END GOAL FOR DOOMITY

The rendering code was design for a 4 player spit screen, so that would be finished as soon as we get a good Customizable Doomguy model. Online multiplayer will be implemented also to work between platforms (Wii-U and PC, Android, etc)

 

CREDITS

There are a lot of you guys here on Doomworld that I have contacted and asked permission to use their resource, etc, everyone of you that has help pus over these past months/years, the project is huge and a lot of people have been involved, Thank you all, everyone will be properly credited 

 

If you want to help of be a betatester, just post here and I will pm you with all the necesary information

 

Thank YOU ALL

 

WHERE TO PLAY
You can download it here

https://www.dropbox.com/s/6v4j3s0ocpiabxn/Doomity_v1.7b.zip?dl=0

That it's the base, and include the shareware version, just unzip and run

https://www.dropbox.com/s/k6a8wbiryxjvtbd/HDAssets.zip?dl=0

Here are the HD, just unzip everything on the same folder and you are ready to go. Options menu it's not working but everything else is (SAVE/LOAD) there are just a few things missing (text/end text)

 

 

 

Edited by -Carnage- : Update Status

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I am very interested in the prospect of being able to create maps in Doom Builder and then import them into Unity for projects I am working on.

Just today I was thinking of something and trying to decide if I wanted to make it in Unity so I have greater control of various custom elements, or if i would rather build it in GZDoom so that I could create levels and other content faster.  So yeah, I'm very interested with the idea of being able to port over Doom content into Unity.

 

Is there support for maps with enhanced engine features, like slopes and room over room?  Or even just poly objects?
Do I have any capacity to edit the meshes it creates for level geometry?  By any chance, can the level geometry work as a ProBuilder mesh, so I could adjust the geometry within Unity?

 

I am also curious how much if this project is something I can legally use for a commercial project.  Like if I tried to port over a project with an original iwad, would I be able to use the code for monster AI? Or what about the code for movement, animating sprites, and all the other things that technically needed to be written anew for Unity?

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On 3/16/2021 at 1:09 AM, Marscaleb said:

I am very interested in the prospect of being able to create maps in Doom Builder and then import them into Unity for projects I am working on.

Just today I was thinking of something and trying to decide if I wanted to make it in Unity so I have greater control of various custom elements, or if i would rather build it in GZDoom so that I could create levels and other content faster.  So yeah, I'm very interested with the idea of being able to port over Doom content into Unity.

 

Is there support for maps with enhanced engine features, like slopes and room over room?  Or even just poly objects?
Do I have any capacity to edit the meshes it creates for level geometry?  By any chance, can the level geometry work as a ProBuilder mesh, so I could adjust the geometry within Unity?

 

I am also curious how much if this project is something I can legally use for a commercial project.  Like if I tried to port over a project with an original iwad, would I be able to use the code for monster AI? Or what about the code for movement, animating sprites, and all the other things that technically needed to be written anew for Unity?

 

Glad you like the concept, once we are out of beta we will move forward with the UDMF support, and mod script support. Yes you can edit/add/remove the meshes, actually as all the meshes are created at runtime basically translating what's reading from the WAD file, you can do whatever you want. You could work with ProBuilder mesh as  the main issue we had was not to have any copyrighted stuff, so we were not able to had the mesh ready to bake light or occlusion culling (as it needed to be loaded dynamically from the IWAD), however as people will be able to make their own maps, there won't be any problem to have all the meshes ready and baked, so you can go as wild as your imagination in terms of level geometry.

 

As we use code from Doom Builder 2, we will release the source under GNU GPL. The monster code is based on behaviors pretty simple, however the most complicated part is the pathfinding, Unity's Pathfining is really lacking in terms of dynamic level geometry (moving platforms), either you don't move platforms, or have to refresh the NavMesh every time (huge spike lags) that's why we use https://arongranberg.com/astar/ as Pathfining, we use their PRO version, but again only because we need to have not any copyrighted stuff (so no Baked NavMesh) so we need to use Recast https://code.google.com/archive/p/recastnavigation/ however again on custom maps, people can provide their own navmesh (really easy using Blender, it takes less than 5 mins).

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I never saw this, but this seems.... neat? :P So it uses Doom Builder 2 code combined with Unity to get some kind of 3D rendered and hardware accelerated engine that can run Doom going on?

 

This is thus different from the official Unity port which is Classic Doom using the Unity framework.

 

I say... neat! @-Carnage-. So Doomity is a wholly unique... program? :P

 

Quote

"United Generations" (Behemoth) Project,

But what does this mean, honestly?

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On 3/19/2021 at 6:34 PM, Redneckerz said:

I never saw this, but this seems.... neat? :P So it uses Doom Builder 2 code combined with Unity to get some kind of 3D rendered and hardware accelerated engine that can run Doom going on?

 

This is thus different from the official Unity port which is Classic Doom using the Unity framework.

 

I say... neat! @-Carnage-. So Doomity is a wholly unique... program? :P

@Redneckerz Yes, that was actually a very good way to describe it. It's a unique program made with Unity that runs Doom on a 3D rendered and hardware accelerated engine. Yes it's completely different from official Unity port (Classic Doom).

 

On 3/19/2021 at 6:34 PM, Redneckerz said:

But what does this mean, honestly?

"United Generations" is the large scale, long term project, which Doomity is part of. United Generations will allows the user to run their classic Id games of choice (Wolf3d, Doom, Quake and Quake3) under one engine, with multiplayer and online capabilities. Being able to play with the main character from any of those game, in their game of choice, along with arena multiplayer, so yes a large scale (Behemoth) Project.

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22 hours ago, -Carnage- said:

@Redneckerz Yes, that was actually a very good way to describe it. It's a unique program made with Unity that runs Doom on a 3D rendered and hardware accelerated engine. Yes it's completely different from official Unity port (Classic Doom).

I see! Well, this definitely has my interest. It takes a different route to playing Doom than most do, which is always respectable It behaves close to Doom, but there are some obvious giveaway's, like the walking animation, the shotgun rate of fire, and so on and so forth.

 

I assume support for common standards (DeHacked/BEX) with the ability to run custom content is a long term goal?

Quote

 

"United Generations" is the large scale, long term project, which Doomity is part of. United Generations will allows the user to run their classic Id games of choice (Wolf3d, Doom, Quake and Quake3) under one engine, with multiplayer and online capabilities. Being able to play with the main character from any of those game, in their game of choice, along with arena multiplayer, so yes a large scale (Behemoth) Project.

Is there any more info to find? as for Doomity, there are videos, but i can't seem to find a general hub for this., let alone for Doomity.

Edited by Redneckerz

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On 3/22/2021 at 4:44 PM, Redneckerz said:

I see! Well, this definitely has my interest. It takes a different route to playing Doom than most do, which is always respectable It behaves close to Doom, but there are some obvious giveaway's, like the walking animation, the shotgun rate of fire, and so on and so forth.

@Redneckerz Yes exactly, that's the idea, to have a different way in processing Doom, I know it's quite obvious but the way it renders doom in a completely different way, it's quite fast I'm amaze, even on big maps. Regarding the difference, yes there are stuff that need to get closer to Doom, but it's quite close.

 

On 3/22/2021 at 4:44 PM, Redneckerz said:

 

I assume support for common standards (DeHacked/BEX) with the ability to run custom content is a long term goal?

Is there any more info to find? as for Doomity, there are videos, but i can't seem to find a general hub for this., let alone for Doomity.

It's a long term goal, I didn't reply earlier as been completely focus on Doomity. I've just finished dealing with Boss Brain, decino videos on the matter were quite helpful I must say https://www.youtube.com/watch?v=L-Sfys0bCjc. So yes, I hope to get full Doom2 up and running soon, and my the end of April release and Open Beta. The website is on the back burner for now, but hope to get everything released soon.

 

 

 

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Well things are moving smoothly.

Spoiler

D2_Map30_1.jpg

Spoiler

D2_Map30_2.jpg

I wanted to check how robust was the code, so I left Map30 running alone for 4 hours, when I came back it had more than 3000 monster on the screen at the same time, and had no warning and everyone doing their thing.

Anyway single-player is almost done, need to wrap up the saving/loading + automap and things are ready to roll out. Getting ready to work on the 4 player split-screen

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sign me in (if unity behaves in my pc :/) this seens like a very interesting project

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On 4/2/2021 at 3:47 PM, omalefico32x said:

sign me in (if unity behaves in my pc :/) this seens like a very interesting project

@omalefico32x Awesome!, sorry for late reply as I was getting everything ready for our 1.2b release.

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I'm happy to announce that Doomity 1.2b Closed Beta has been released.

Doom/Ultimate and Doom2 Single player are completely playable.

We are still on closed beta until we finish with Multiplayer support.

If you want to help of be a betatester, just post here and I will pm you with all the necessary information

Thank YOU ALL FOR YOUR SUPPORT

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What would someone be expected to do if they chose to become a betatester? And do PC specs matter with DOOMITY, or can it run on anything?

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1 hour ago, DavetheDoomguy said:

What would someone be expected to do if they chose to become a betatester? And do PC specs matter with DOOMITY, or can it run on anything?

i have a 2011 middle spec pc with 8gb of ram 

i cant even run modern versions of gzdoom because of open gl but i was able to run doomity with no issues (other then some frame drops on more complex areas)

so i think it will run fine on your machine

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3 minutes ago, omalefico32x said:

i have a 2011 middle spec pc with 8gb of ram 

i cant even run modern versions of gzdoom because of open gl but i was able to run doomity with no issues (other then some frame drops on more complex areas)

so i think it will run fine on your machine

 

I'm down to beta-test it, then. I don't have a lot of technical knowledge, but I can regularly play with Doomity and report any issues to you, if that helps.

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11 minutes ago, DavetheDoomguy said:

 

I'm down to beta-test it, then. I don't have a lot of technical knowledge, but I can regularly play with Doomity and report any issues to you, if that helps.

im just helping with testing you have to ask @-carnage- about it

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11 minutes ago, omalefico32x said:

im just helping with testing you have to ask @-carnage- about it

 

To clarify, what would I have to ask Carnage about? 

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1 hour ago, DavetheDoomguy said:

 

To clarify, what would I have to ask Carnage about? 

i dont think you have to ask him directely he will probaly read this comment section soon so if you wanna be a tester just ask here

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17 hours ago, DavetheDoomguy said:

What would someone be expected to do if they chose to become a betatester? And do PC specs matter with DOOMITY, or can it run on anything?

Basically betatesters are expected to play Ultimate Doom and Doom2,  as we don't have the time to play and finish every map with every secrets, we need to make sure that everything works as expected, as there are lots of sectors with multiple linedef special type behaviours, that needs to be checked. 

That's what we need from the test program.

Regarding the specs, basically:

Operating systemWindows 7 SP1+

CPUSSE2 instruction set support.

GPUGraphics card with DX10 (shader model 4.0) capabilities.

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ok im still playing trough it but the 3 biggest things i noticed is that:

 

1 holy shit hitscanners are hella strong in this port shotgunners have some crazy accuracy and feels like they consistenly do high damage with their shots

 

2 the ssg is very inacurate because the shots goes to the side of the crosshair i think if the spread took a bit more of the middle of the screen it would make the ssg way more reliable to use

 

3 the biggest problem i found while playing was the sliding corpses they can block yours shots and your movement this means that in a area full of enemies they can make you waste ammo, they can limit your movement and they can make you kill yourself with the rocket launcher because i didnt saw that there was one moving

 

other then that it was a smooth experience and i kinda like number 1 makes the game harder i had some audio bug when first playing but i dont know what could be the cause of it and i never saw it again so it was probaly on my end.  i am still playing trough it though so i dunno if more things will come up as i play

 

also those weapons sprites are sexy 

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1 hour ago, omalefico32x said:

ok im still playing trough it but the 3 biggest things i noticed is that:

 

1 holy shit hitscanners are hella strong in this port shotgunners have some crazy accuracy and feels like they consistenly do high damage with their shots

 

2 the ssg is very inacurate because the shots goes to the side of the crosshair i think if the spread took a bit more of the middle of the screen it would make the ssg way more reliable to use

 

3 the biggest problem i found while playing was the sliding corpses they can block yours shots and your movement this means that in a area full of enemies they can make you waste ammo, they can limit your movement and they can make you kill yourself with the rocket launcher because i didnt saw that there was one moving

 

other then that it was a smooth experience and i kinda like number 1 makes the game harder i had some audio bug when first playing but i dont know what could be the cause of it and i never saw it again so it was probaly on my end.  i am still playing trough it though so i dunno if more things will come up as i play

 

also those weapons sprites are sexy 

 

I never really noticed the 2nd thing, but I've noticed the other things. I don't know if it's intentional behavior, but the monsters are more reactive in this port, and I find myself prioritizing hitscanners as much as imps and pinkies when I normally wouldn't do it as much. I'm not entirely sure, but I think imp fireballs might have splash damage, or the player's hitbox is a little bigger. I didn't have very many issues with corpses, but I have had them block my path at least once when I killed a bunch of former Humans in a doorway in Episode 2.

 

I also came across a weird stair glitch in E2M2, where the big stairs in the marble hallway would raise when close enough to them and reveal the skybox. I glitched through the stairs and it teleported me on top of them. Also found more instances of the switch texture glitch past E1M3, and possibly a clipping issue with another type of switch.

 

 

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1 hour ago, DavetheDoomguy said:

 

I never really noticed the 2nd thing, but I've noticed the other things. I don't know if it's intentional behavior, but the monsters are more reactive in this port, and I find myself prioritizing hitscanners as much as imps and pinkies when I normally wouldn't do it as much. I'm not entirely sure, but I think imp fireballs might have splash damage, or the player's hitbox is a little bigger. I didn't have very many issues with corpses, but I have had them block my path at least once when I killed a bunch of former Humans in a doorway in Episode 2.

 

I also came across a weird stair glitch in E2M2, where the big stairs in the marble hallway would raise when close enough to them and reveal the skybox. I glitched through the stairs and it teleported me on top of them. Also found more instances of the switch texture glitch past E1M3, and possibly a clipping issue with another type of switch.

 

 

i noticed the thing about the imp firebals but i didnt comment on it because i though it might have been intentional but i also noticed that hit boxes are bigger so maybe its just something unintentional

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5 minutes ago, omalefico32x said:

i noticed the thing about the imp firebals but i didnt comment on it because i though it might have been intentional but i also noticed that hit boxes are bigger so maybe its just something unintentional

 

I think I first noticed it in E1M3 on that ledge/overlook area you have to find the secret E1M9 switch to get to. Normally, you can take cover or hide by moving away from the ledge and not take any damage if it hits a wall, but I somehow took damage from imp fireballs. And speaking of enemies, spectres are much more difficult to see than in vanilla/GZDoom, no grainy invisibility effect.

 

I did screenshot most of the glitches and bugs I found, so I can post them or send them directly if you guys want. I haven't found any texture glitches aside from switches yet, so they're mostly screenshots of those and the E2M2 stairs glitch.

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11 hours ago, omalefico32x said:

ok im still playing trough it but the 3 biggest things i noticed is that:

 

1 holy shit hitscanners are hella strong in this port shotgunners have some crazy accuracy and feels like they consistenly do high damage with their shots

 

2 the ssg is very inacurate because the shots goes to the side of the crosshair i think if the spread took a bit more of the middle of the screen it would make the ssg way more reliable to use

 

3 the biggest problem i found while playing was the sliding corpses they can block yours shots and your movement this means that in a area full of enemies they can make you waste ammo, they can limit your movement and they can make you kill yourself with the rocket launcher because i didnt saw that there was one moving

 

other then that it was a smooth experience and i kinda like number 1 makes the game harder i had some audio bug when first playing but i dont know what could be the cause of it and i never saw it again so it was probaly on my end.  i am still playing trough it though so i dunno if more things will come up as i play

 

also those weapons sprites are sexy 

@omalefico32x Damn those shotgunners (wait till you get to the Commandos) LOL. I also find them really hard, at first I though I did something wrong, as they seem to be really accurate, but the checks were all ok. Basically what every hitscanner does is they get your position, then they aim to a random point inside an sphere on your position, and then they add angular offset, indeed they are not aiming directly at you, however their shotgun has the same angular spread as the player shotgun (which was changed)

Spoiler

Dispersion_E1M1.jpg

Spoiler

Dispersion_Map01.jpg

 

As you can see on both pics, having the standard angular offset for the shotgun is average of 5.9° (https://doomwiki.org/wiki/Shotgun) the super shotgun is worst on 11º vertically and 7.1º (https://youtu.be/GLeMj-OYV1c?t=537) the accuracy is terrible, so that's why I had to change it. As it cannot be that bad, at worst it should be 2º no more.

Regarding the corpses I will need to take a look at it, as I remove the main collider of the enemy on the first frame of the death animation, I will take a look on Character Controller (Nvidia PhysX CCT) as I remove that CC collider on last frame of death animation.

 

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10 hours ago, DavetheDoomguy said:

 

I never really noticed the 2nd thing, but I've noticed the other things. I don't know if it's intentional behavior, but the monsters are more reactive in this port, and I find myself prioritizing hitscanners as much as imps and pinkies when I normally wouldn't do it as much. I'm not entirely sure, but I think imp fireballs might have splash damage, or the player's hitbox is a little bigger. I didn't have very many issues with corpses, but I have had them block my path at least once when I killed a bunch of former Humans in a doorway in Episode 2.

 

I also came across a weird stair glitch in E2M2, where the big stairs in the marble hallway would raise when close enough to them and reveal the skybox. I glitched through the stairs and it teleported me on top of them. Also found more instances of the switch texture glitch past E1M3, and possibly a clipping issue with another type of switch.

 

 

@DavetheDoomguyYes, indeed priority change on the hitscanners, as it seems that something on Doom Blockmaps was indeed helping the player. Yes I added splash damage to the Imps, Cacos, Barons and HK. Mancu and Arachno have no splash damage. I did that so players don't feel safe on corners, the radius is not that big, but probably should have made it even smaller.

I found the problem on the switches, indeed it was the Doom2 overwriting Doom1 textures (same name) got that fixed, thanks.

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1 hour ago, -Carnage- said:

@DavetheDoomguyYes, indeed priority change on the hitscanners, as it seems that something on Doom Blockmaps was indeed helping the player. Yes I added splash damage to the Imps, Cacos, Barons and HK. Mancu and Arachno have no splash damage. I did that so players don't feel safe on corners, the radius is not that big, but probably should have made it even smaller.

I found the problem on the switches, indeed it was the Doom2 overwriting Doom1 textures (same name) got that fixed, thanks.

 

The priority change on the hitscanners and the splash damage does make gameplay more frantic and challenging, if that's the intent you were going for. I was surprised the first few times I played Doomity, initially on Ultra-Violence and then Hurt Me Plenty.

 

I'm glad I was able to help you fix the switch problem, though. I haven't really found any other texture glitches yet, but I'll still keep an eye out for those and other potential bugs. (Regarding secrets, all of the secrets I know how to find are working like they should. And I haven't seen much strange behavior from stairs or lifts, apart from the E2M2 stairs so far)

Edited by DavetheDoomguy : Needed to add info

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On 4/15/2021 at 3:12 PM, DavetheDoomguy said:

 

I did screenshot most of the glitches and bugs I found, so I can post them or send them directly if you guys want. I haven't found any texture glitches aside from switches yet, so they're mostly screenshots of those and the E2M2 stairs glitch.

@DavetheDoomguy Yes please post it here, so everyone can see. Yes I'm really interested to find out what stairs glitch are you talking about, also so other testers can check so no double report. Thanks

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21 minutes ago, -Carnage- said:

@DavetheDoomguy Yes please post it here, so everyone can see. Yes I'm really interested to find out what stairs glitch are you talking about, also so other testers can check so no double report. Thanks

 

How would I upload the video on the stairs glitch? YouTube?

 

Edit: I uploaded it to YouTube as unlisted so only someone with the link to it can watch it here: 

 

 

And other screenshots of it are here:

Spoiler

2021_04.16-15.29_02.png.f240f22dc6a39e4d7fe87291124951e3.png2021_04.16-15.29_04.png.a4c49b3546afb66d5a94eda89e36b102.png

 

Edited by DavetheDoomguy : Added info

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@DavetheDoomguy Awesome, found it and corrected it. It was the walk trigger repeatability that was not set to false. Before the 1.2b release the stairs had only 3 states: Wait, Action, and Done, once Done they went dormant and do nothing, so there was no need for repeatability, as even the on the specs the regular stairs types was only activated ONCE (either switch or walk) (https://doomwiki.org/wiki/Linedef_type#Stair_builders)

However, just before the release, I was doing a quick run and found out that on MAP21 there were 4 switches, all of which activated the same staircase (had a huge rewrite as I had to correcting the geometry in order to avoid what you just saw (seeing the sky), and also after the first activation, they behave differently as they have to grow each one either 8/16 units in conjunction and not like an staircase, because if it did, then the step were huge, well after all that rewrite I completly forgot that the walktrigger repeatability was not set to false. Thanks!

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1 minute ago, -Carnage- said:

@DavetheDoomguy Awesome, found it and corrected it. It was the walk trigger repeatability that was not set to false. Before the 1.2b release the stairs had only 3 states: Wait, Action, and Done, once Done they went dormant and do nothing, so there was no need for repeatability, as even the on the specs the regular stairs types was only activated ONCE (either switch or walk) (https://doomwiki.org/wiki/Linedef_type#Stair_builders)

However, just before the release, I was doing a quick run and found out that on MAP21 there were 4 switches, all of which activated the same staircase (had a huge rewrite as I had to correcting the geometry in order to avoid what you just saw (seeing the sky), and also after the first activation, they behave differently as they have to grow each one either 8/16 units in conjunction and not like an staircase, because if it did, then the step were huge, well after all that rewrite I completly forgot that the walktrigger repeatability was not set to false. Thanks!

 

No problem! Both @omalefico32x and I had a glitch where some enemies have collision after death, and sometimes the bodies slide around. Has it been discovered why that happens?

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35 minutes ago, DavetheDoomguy said:

 

No problem! Both @omalefico32x and I had a glitch where some enemies have collision after death, and sometimes the bodies slide around. Has it been discovered why that happens?

@DavetheDoomguy I think it's because the Character Controller (Nvidia PhysX CCT) is only disabled on the last frame, the main Capsule Collider is disabled on first frame (I had the problem in the past that dying enemies were completely blocking my path), then the object get back to a Ragdoll layer, so it's not taken in consideration for any type of collision detection, however as there is still force (actually Impulse Vector and Gravity) being applied I need to disable it when that force (Impulse) is close to 0, however has the main collider has been disable it shouldn't interact with anything but the floors and walls. Can you do a video about it, so I could check further? 

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