Sp00kyFox Posted February 9, 2013 Ragnor said:I also replaced Redemption Denied, The Marshes, and The Mansion's music with the three PSX Doom bonus tracks, naming them PSXMUS21-23 according to aubrey these tracks weren't assigned to any maps. so I didn't include them in the renaming process. if you still wanna hear them in specific levels you also have to change the music info in zmapinfo.txt Ragnor said:Apparantly my TC from the first post is old, and still has the Vesparas typo, the broken Nessus secret, etc etc. Where can I get the most up to date version? you can find the latest 2.1 candidate here. http://www.doomworld.com/vb/post/1130499 it's just a map update though, you still need the full download from the first post of this thread. 0 Share this post Link to post
Devalaous Posted February 9, 2013 Sp00kyFox said:according to aubrey these tracks weren't assigned to any maps. so I didn't include them in the renaming process. if you still wanna hear them in specific levels you also have to change the music info in zmapinfo.txt you can find the latest 2.1 candidate here. http://www.doomworld.com/vb/post/1130499 it's just a map update though, you still need the full download from the first post of this thread. Yeah, I just decided to put his PSX Doom unused tracks to use. Total Lamentation is a good fit for the last level. The other two I thought would be good for the unique secret levels. Is there an easy way to replace the bugged levels? I kind of got the hang of pk3 files (although I cant easily turn the zips back into pk3s on Win 7) 0 Share this post Link to post
Sp00kyFox Posted February 9, 2013 Ragnor said:Is there an easy way to replace the bugged levels? it's exactly the same way with all the other additional files. to (mis)quote blufirez88's post with his nightmare addon: TO INSTALL: You'll need to use a text editor (Notepad or Notepad++) to edit two files (PSXDOOM.BAT and PSXDOOM.CFG). For the BAT file add with the group on the top: ECHO PULLIN "mapupdate1.PK3">>PSXDOOM.CFG Then for the CFG file add with the group on the top: PULLIN "mapupdate1.PK3" as long as it's loaded after PSXDoom2.0.pk3 it has priority. 0 Share this post Link to post
Sp00kyFox Posted February 9, 2013 btw I like to repeat the request by ragnor. with the possibilites of pc controls and high resolutions the game becomes way easier. I'd love to see an additional difficulty where the monsters regain their original speed from the pc version. I'd do it myself but I don't have a clue about zdoom. so it would be nice if someone would help with zdoom experience. I guess it's not such big effort to implement. 0 Share this post Link to post
byblo Posted February 10, 2013 Sp00kyFox said:btw I like to repeat the request by ragnor. with the possibilites of pc controls and high resolutions the game becomes way easier. I'd love to see an additional difficulty where the monsters regain their original speed from the pc version. I'd do it myself but I don't have a clue about zdoom. so it would be nice if someone would help with zdoom experience. I guess it's not such big effort to implement. Go to Options, Advanced, Gameplay Options, Fast Monsters set to: YES Its like playing Nightmare difficulty but without the annoying respawns. Its very good to compensate the fact we now play in high res but also with mouse+keyboard instead of the joypad. 0 Share this post Link to post
Sp00kyFox Posted February 10, 2013 well this is of course a challenge, but has not really much to do with the original pc speed of the monsters. I searched through the config and txt files of this tc and I think you have to modify the monsters.txt and explosives.txt (for the projectile speed). but like I said, don't know much about zdoom. so it's unclear to me if and how you can make alternate versions of these files exclusively for a separate difficulty. I think I can at least modify them (with a global effect on all difficulties) and upload my result. maybe another doomer can make something out of it. 0 Share this post Link to post
Sp00kyFox Posted February 10, 2013 ok, here we go. pc weapon and monster balancing with the correct speed: http://dfiles.eu/files/ibs3289e5 just put it in your psxdoom directory and edit psxdoom.bat and psxdoom.cfg accordingly. 0 Share this post Link to post
mrthejoshmon Posted February 10, 2013 wait, what port is this for? ZDoom or GZDoom because ZDoom runs it fine, just a bit more dark. 0 Share this post Link to post
Gez Posted February 10, 2013 GZDoom is recommended so that colored lighting does not cause color depth loss. (The renderer used in PSX Doom was not constrained by the palette either.) Other than this rather cosmetic thing, there are no incompatibilities with ZDoom. 0 Share this post Link to post
Devalaous Posted February 10, 2013 Thanks Spooky Fox. Now we can have the dark creepy experience while also having a challenge :D 0 Share this post Link to post
fenderc01 Posted March 4, 2013 PSX Doom/Final Doom TC 2.1 Release Candidate This could be the possible next release. Please look things over and comment. http://www.mediafire.com/?x56ix6159plkat2 Changes I made: -Converted all maps to UDMF -Enabled DM for reverb effects (untested) -Added player 3 and 4 starts to maps -Fixed reverb effects (correct effects used, boundaries added/changed) (Final Doom on PlayStation seemed to have reverb effects applied carelessly, so I took so liberties at changing placements from the PSX version) -Converted all colored lighting to "lightcolor" property -Fixed light fades (timings may not be exact) -Cleaned up file organization, ACS code, text lumps -Added E4M9 from PC as MAP60 (secret exit from MAP25, same as PC Doom) -Intermission text timings and code clean up -Moved status bar down 8 units -Took missing area back out from Unholy Cathedral. The door that opens, disappears into the sky and it just doesn't look right. -Updated PSXDOOM.BAT and README.TXT -Misc bug fixes I'm sure I missed some things here EDIT: I should also note that I changed the default "Ambient Light Level" to 1 because anything higher than 1 causes the light fades to not look right. If you need to brighten the game up, I recommend using the gamma controls. 0 Share this post Link to post
Devalaous Posted March 4, 2013 Cool, I was actually going to bump this thread asking if 2.1 was still coming 0 Share this post Link to post
Pixel_Crusher Posted March 4, 2013 Awesome stuff you guys. =) Think you could make a version of PSXTCMUS.PK3 that works without the TC? I'd love to play through the original PC versions while using the the music from the PSX versions only. And yes, I am aware that the Doom Depot already has a music WAD ready for that, but the songs are low quality. 0 Share this post Link to post
Dragonsbrethren Posted March 4, 2013 Pixel_Crusher: Easiest way would be to make a wad with a MUSINFO lump: http://zdoom.org/wiki/MUSINFO The PSX TC music all uses the filename PSXMUSxx, 01-20, while the Final Doom additions are finmusXX, 01-10. ---- I'll check this new version of the TC out soon. 0 Share this post Link to post
Gez Posted March 4, 2013 Dragonsbrethren said:Pixel_Crusher: Easiest way would be to make a wad with a MUSINFO lump: Nope, that'd require placing music changer things in the maps, which isn't what one would presumably want. It's much easier to create a MAPINFO lump instead. Or heck, a DEHACKED lump to reroute the old lump names (such as D_RUNNIN for MAP01) into new lump names like PSXMUS01. 0 Share this post Link to post
Dragonsbrethren Posted March 4, 2013 Whoops, misread, I thought it could override default music too. Dehacked would probably be the easiest option, then. 0 Share this post Link to post
Devalaous Posted March 5, 2013 Is there a way to use IDMUS with the existing file? I edited my PSXTCMUS file with the official soundtrack release files and would prefer not to fool around in that file again 0 Share this post Link to post
Gez Posted March 5, 2013 Ragnor said:Is there a way to use IDMUS with the existing file? I edited my PSXTCMUS file with the official soundtrack release files and would prefer not to fool around in that file again You can always use changemus with the lump name of the song, whatever it is. idmus works with map slots, so if you have a MAPINFO that associates them to map slot (even if it's from MAP40 to MAP99) then you can use it as well. 0 Share this post Link to post
BlueFireZ88 Posted March 5, 2013 fenderc01 said:-Added E4M9 from PC as MAP60 (secret exit from MAP25, same as PC Doom) -Moved status bar down 8 units -Updated PSXDOOM.BAT and README.TXT EDIT: I should also note that I changed the default "Ambient Light Level" to 1 because anything higher than 1 causes the light fades to not look right. If you need to brighten the game up, I recommend using the gamma controls. First off, I thought Fear was going to be a part of the Lost Levels project and that BaronofStuff was working on some kind of MAP60 project. I do appreciate that the status bar has been fixed. I still think we should have all addons for this project to date on the first post clear as day, not scattered across the thread. Also, where's my Nightmare! addon? Is it really so much not to include this as an optional function? Is it really a good idea to make the lighting on par or worse than vanilla Doom 3? I already hated the PS1 version for being stupidly dark, if there's anything that the PC port can forgo it's the dark lighting. 0 Share this post Link to post
ScottGray Posted March 5, 2013 fenderc01, that’s awesome work, and that’s version 2.1. Thanks man. BlueFireZ88 the TC now checks for your Nightmare add-on. Iv listed it in the extras. Let me know if you all want Nightmare mode included in TC rather than an add-on? 0 Share this post Link to post
Devalaous Posted March 5, 2013 I would like the Nightmare mod and the addons Spooky Fox made in the full release, as extras. I take it the inclusion of Fear is simply to fill the empty map 60 slot? 0 Share this post Link to post
ScottGray Posted March 6, 2013 Ragnor thats Sp00ky’s pc weapon and monster balancing and OST to PSXTCMUS tool on the download post as well as BlueFireZ88’s Nightmare! addon 0 Share this post Link to post
fenderc01 Posted March 7, 2013 BlueFireZ88 said:First off, I thought Fear was going to be a part of the Lost Levels project and that BaronofStuff was working on some kind of MAP60 project.[/B] Ragnor said: I take it the inclusion of Fear is simply to fill the empty map 60 slot? I included Fear to fill in the missing MAP60 spot. It seemed like a good fit since it is a secret level to begin with and it is accessed in the same way as the PC version. If the general consensus is to remove it, I don't see a problem with that, but I really don't see the harm in leaving it either. If BaronofStuff has something in the works, we can always use that too. BlueFireZ88 said:I still think we should have all addons for this project to date on the first post clear as day, not scattered across the thread. Also, where's my Nightmare! addon? Is it really so much not to include this as an optional function? ScottGray said: Let me know if you all want Nightmare mode included in TC rather than an add-on? I agree with having all of the download links on the first page. I think having Nightmare included would be a welcome addition. I don't think it would ruin the experience for people who choose not to use it. BlueFireZ88 said:Is it really a good idea to make the lighting on par or worse than vanilla Doom 3? I already hated the PS1 version for being stupidly dark, if there's anything that the PC port can forgo it's the dark lighting. While I don't agree with PS1 Doom being too dark, I do agree that the TC can be too dark on certain monitors. So far, the only easy solution I know of is to turn off "fog mode" and increase the "gamma" and "brightness". Getting rid of the darkness completely would take away from the atmospheric aspect of the PlayStation version.Options > Advanced > Display Options > OpenGL Options > Preferences > [B]Fog Mode Options > Advanced > Display Options > Gamma Correction Options > Advanced > Display Options > Brightness 0 Share this post Link to post
Devalaous Posted March 7, 2013 I just pressed the gamma button once and it became playable. The game was designed for CRT tvs, not LCDs, which are always darker for me, so I always adjust the gamma to CRT level brightness. Also, please dont forget the add-on that makes the monsters at PC speeds if the Nightmare mod gets in. It'd be nice if it was a selectable difficulty. 0 Share this post Link to post
Hunter_568 Posted March 8, 2013 looks amazing, I say good job to all those who worked hard on this project as it is one of the best community projects i have ever seen! 0 Share this post Link to post
zredgemz Posted March 8, 2013 i just found this tc today and its wonderful, good work guys. 0 Share this post Link to post
fenderc01 Posted March 8, 2013 I found a bug and uploaded the fix. Killing the barons on MAP08 didn't lower the wall, but does now. Version 2.11: http://www.mediafire.com/?68h213l8ca8u37d 0 Share this post Link to post
ScottGray Posted March 9, 2013 Changed D5END backdrop from intermission too Bossback. Version 2.12 http://www.mediafire.com/?8j5jte1e8dwuk98 0 Share this post Link to post
BlueFireZ88 Posted March 9, 2013 I noticed that the entrance door in The Gauntlet, the one behind the player start, was misaligned so it appears like a black square, was this fixed for the new release candidates? 0 Share this post Link to post
ScottGray Posted March 10, 2013 BlueFire I just check it, its ok. was it version 2.0 you noticed the misaligned door texture? 0 Share this post Link to post