CodeSmile Posted October 10, 2022 Resolution dialogue? I bet this project is on Unity 2019.3 right? ;) 0 Share this post Link to post
TriggerCoder Posted October 21, 2022 On 10/10/2022 at 3:45 PM, CodeSmile said: Resolution dialogue? I bet this project is on Unity 2019.3 right? ;) Actually it's on 2017.4.40f1 ;) 0 Share this post Link to post
TriggerCoder Posted October 21, 2022 (edited) Now you can Play Doomity directly on your web browser: https://kncarnage.itch.io/doomity Spoiler If you want the direct link the itch.io iframe https://v6p9d9t4.ssl.hwcdn.net/html/6702603/index.html Edited October 23, 2022 by -Carnage- 0 Share this post Link to post
themegax Posted August 19, 2023 Heya! I've found this project just today and I'm really impressed at how far into development it is! Is the source code hosted somewhere? I would love to mess with the engine :] 1 Share this post Link to post
Snake Plissken PMW Posted June 20 (edited) On 10/21/2022 at 1:47 PM, -Carnage- said: Now you can Play Doomity directly on your web browser: https://kncarnage.itch.io/doomity Reveal hidden contents If you want the direct link the itch.io iframe https://v6p9d9t4.ssl.hwcdn.net/html/6702603/index.html i know this thread has been dormant for some time but i think my bump will be well worth the wile. Carnage stated in this thread that everything will be made GPL and released when done, and this did not happen, so i took it upon myself to decompile 1.7b and recompile it into my unity project, i then proceeded to port the game to homebrew consoles under the name DEFINITIVE DOOM, i am working on a credits screen to properly reflect the original contributors and developers like Carnage as we speak. the one issue i have is there is no means to load custom maps, pk3 support dose not work on platform and this is fine becuse we have the streamingassets/graphics folder and what not that users can just extract the pk3's to. PWAD functionality dose not work. there is a insert for LoadPWAD() however this dose nothing in its current state. if only we could load custom maps this would truly be a jewel more so then it already is. my attempts at programming a means to load a map or a .wad with a map from the mods folder have failed. and i have failed at getting the LoadPWAD() to function properly. hell since i am a dev and we do dev things i even wanted to test turning the first byte in a iwad to reflect that of a PWAD trick in HxD, edit MAP01, then change back and present to the engine, but even with this method i get something about a checksum being off and i have found no way to litigate this however this would not be the ideal aproch and was just for testing reasons: here is a video of DOOMITY runing nativly on PS4 ( also installs and runs on PS5 as homebrew as well ) VIDEO LINK HERE ON YOUTUBE: DOOMITY ON PS4 0 Share this post Link to post
Snake Plissken PMW Posted June 20 Carnage if your still out there, i would love to continue your work with you. 0 Share this post Link to post
Darkcrafter07 Posted June 20 Are there any news on the "port"? I'd love to get my hands on Unity as it would allow me to get so much more freedom to create. Btw, I love the usage of my hi-res pack for weapons, don't hesitate to grab my other stuff if you need it like smooth doom, brutal doom, brutality and other, the sad thing is that making a good hi-res pack is something out of this world and takes some huge dedication Would like to see how my Hell Renaissance will look like with this engine. 0 Share this post Link to post
Snake Plissken PMW Posted June 21 10 hours ago, Darkcrafter07 said: Are there any news on the "port"? I'd love to get my hands on Unity as it would allow me to get so much more freedom to create. Btw, I love the usage of my hi-res pack for weapons, don't hesitate to grab my other stuff if you need it like smooth doom, brutal doom, brutality and other, the sad thing is that making a good hi-res pack is something out of this world and takes some huge dedication Would like to see how my Hell Renaissance will look like with this engine. i would like to release the project template source code. i dont think carnage is coming back. we really need to get it to load external maps or custom maps somehow as it can not do so at the moment. and i wanted to pull this off before releasing, or here back from carnage. this new map loading issue is based at such a core level in the code that its proving near impossible so far to pull off... as of yet that is. 1 Share this post Link to post
TriggerCoder Posted July 6 On 6/21/2024 at 5:47 AM, Snake Plissken PMW said: i would like to release the project template source code. i dont think carnage is coming back. we really need to get it to load external maps or custom maps somehow as it can not do so at the moment. and i wanted to pull this off before releasing, or here back from carnage. this new map loading issue is based at such a core level in the code that its proving near impossible so far to pull off... as of yet that is. WOW, sorry for not checking the post earlier. Please connect me via github so I can give you access to the repo. Currently I cannot make it public as the Monster Pathfinding uses a 3rd party addon that's paid. I haven't left the project, I'm trying to evolve it, as singleplayer was completely done I wanted to jump into multiplayer, but then I realized that the best way to do it, is by replicating a know multiplayer FPS, and that's how I jump into doing the Quake3 module. Original as Doomity was made in Unity, but after the Dev Fee fiasco back in September I decided to switch to a completly open source Engine, and started working in Godot4. Currently I'm almost done with Quake3 (did support for Quake Live also) and hope to jump back to Doom by January, so I can work everything but this time in Godot4 I'm enclosing a video of what it's currently done in Quadot-Arena 0 Share this post Link to post
Snake Plissken PMW Posted July 13 (edited) On 7/6/2024 at 12:27 PM, TriggerCoder said: WOW, sorry for not checking the post earlier. Please connect me via github so I can give you access to the repo. Currently I cannot make it public as the Monster Pathfinding uses a 3rd party addon that's paid. I haven't left the project, I'm trying to evolve it, as singleplayer was completely done I wanted to jump into multiplayer, but then I realized that the best way to do it, is by replicating a know multiplayer FPS, and that's how I jump into doing the Quake3 module. Original as Doomity was made in Unity, but after the Dev Fee fiasco back in September I decided to switch to a completly open source Engine, and started working in Godot4. Currently I'm almost done with Quake3 (did support for Quake Live also) and hope to jump back to Doom by January, so I can work everything but this time in Godot4 I'm enclosing a video of what it's currently done in Quadot-Arena wow thats pretty cool. off topic but i been researching a way to devise a export template for ps4 from Godot4. no where near working however would be neat to see ) i am currently trying to find you on github and when i do ill get in contact with you there. thank you for reaching out. i am TheRealSnakePlisskenPMW on github however. EDIT: ok i just found you on github and followed :) Edited July 13 by Snake Plissken PMW 0 Share this post Link to post