MugMonster Posted December 13, 2023 I'm not surprised they added it quickly, but I am surprised they didnt wait to see if Romero might change some things before adding it, like I know the first Sigil was revised a few times before its current v1.21 state. I guess there's nothing stopping them from updating it if Romero does, but have they updated any of existing add-ons before? 0 Share this post Link to post
Devalaous Posted December 13, 2023 Its pretty likely it was developed with the intention of being published on the Unity port, given a certain mention in the text file. And yes, add-ons have been updated numerous times, theres just no notification that they have new versions, so you pretty much have to redownload all of them every so often and see if the filesize changes. 2 Share this post Link to post
THiEF Posted December 13, 2023 (edited) Not sure where to stick this, but Sigil II's leaderboard for the Unity port has been added to speedrun.com. More info here: https://www.speedrun.com/doom_unity/news/yxyd07xn 1 Share this post Link to post
SteelPH Posted December 13, 2023 15 hours ago, RileyXY1 said: Revolution actually came out in 2001. Oops, forgot about that. For some reason I kept thinking it was '97. My bad. 0 Share this post Link to post
Kyle07 Posted December 13, 2023 nice to see Sigil II being added that quickly! For me it came some hours to late, I was already playing it with dsdadoom with a Xbox 360 controller on the couch. It was a nice experience. :) nice that Quake 1 also got a Doom 1 related addon! I will play it immediately. :D 0 Share this post Link to post
THiEF Posted December 13, 2023 (edited) Hopefully a fix gets added to the wad soon. Slime trails everywhere, also there's a bug where midi's will play on the wrong maps if using the quick save/load feature after completing a map to go back. Don't think enough testing was done on Unity. This port loves it's slime trails and that's something to be weary about when adding wads to this port. 1 Share this post Link to post
Faceman2000 Posted December 14, 2023 47 minutes ago, THiEF said: there's a bug where midi's will play on the wrong maps if using the quick save/load feature after completing a map to go back. I’ve found this is a weird quirk with the port’s handling of MAPINFO. It’ll play the correct track specified in the DMAPINFO when you first load the map but switching maps causes things to go haywire. One of the weird quirks of DMAPINFO. @sponge, I’m not sure what the easiest fix for this would be. Typically you can avoid this problem by just using the track names hardcoded to the level, but that doesn’t really work with E6. 1 Share this post Link to post
Eurisko Posted December 14, 2023 NICE!! I’ll be diving into this later! 😁😁 0 Share this post Link to post
RileyXY1 Posted Monday at 01:04 AM (edited) I encountered a weird error when playing TNT MAP31. I pressed the final switch that opens the exit area and the Sergeant ambush that was supposed to happen never did. I saw a Sergeant stuck in the wall, but I can't kill it. 0 Share this post Link to post