ForrestMarkX Posted May 8, 2013 Hmm I see, I apply all that and it still refuses to draw the hudbar texture here is what I got to see if I have anything wrong SBARINFO.txtStatusBar Normal { DrawImage "PSXHUDBAR", 0, 168; }TEXTURES.txtGraphic PSXHUDBAR, 256, 40 { XScale 0.8 YScale 0.96 Patch HUDBAR, 0, 0 } Was forced to use Patch cause Zandronum only supports Patch and nothing else it seems 0 Share this post Link to post
ForrestMarkX Posted May 9, 2013 I'd just use the ACS version but it works in Multiplayer sometimes, and can't be removed when changing the screensize 0 Share this post Link to post
MG_Man Posted May 9, 2013 Texture names have to be 8 characters long or less. So make it PSHUDBAR instead. I don't see why you'd want to use ACS, the SBARINFO method still works perfectly fine and lets you change screenblocks. 0 Share this post Link to post
ForrestMarkX Posted May 9, 2013 I got the hud working and everything how does this look? 0 Share this post Link to post
ForrestMarkX Posted May 9, 2013 Posted the full thing over at the Zandronum forums, go here for a download and try it out http://zandronum.com/forum/showthread.php?tid=2644 0 Share this post Link to post
MG_Man Posted May 9, 2013 Text looks a bit thin but otherwise looks good. Looks like you didn't implement the frags counter, though. 0 Share this post Link to post
ForrestMarkX Posted May 9, 2013 MG_Man said:Text looks a bit thin but otherwise looks good. Yeah the text still uses the old scale cause I don't know how to edit fonts in Doom 0 Share this post Link to post
MG_Man Posted May 9, 2013 Anyway, I suggest removing things like the Williams cutscene to cut down on filesize. You're not going to see that when you join a multiplayer game anyways. 0 Share this post Link to post
ForrestMarkX Posted May 9, 2013 Hmm, I'm unsure how to edit the mainmenu aswell, tried to fix up the the fonts for the Episodes list to stop overlapping and couldn't really get it to work 0 Share this post Link to post
BlueFireZ88 Posted May 9, 2013 Serious error on MAP42 (The Factory). There's an issue with a switch which makes the level impossible to complete. After clearing out the southern most building of imps and a caco, the teleporter takes you to the imp ambush in the center of the middle building. Surviving this, you just flip the switch, get the soulsphere and move on. But the switch doesn't work and your stuck there unless you noclip. 0 Share this post Link to post
ForrestMarkX Posted May 9, 2013 Fixed the fonts and frags display, how does this look? Download: http://205.196.123.172/t7wa0zo6j5ug/s2e47d6pryxmhzf/PSXDOOMZandro.zip 0 Share this post Link to post
RichardDS90 Posted May 9, 2013 BlueFireZ88 said:Serious error on MAP42 (The Factory). There's an issue with a switch which makes the level impossible to complete. After clearing out the southern most building of imps and a caco, the teleporter takes you to the imp ambush in the center of the middle building. Surviving this, you just flip the switch, get the soulsphere and move on. But the switch doesn't work and your stuck there unless you noclip. Glad I ain't the only one that's had this problem. 0 Share this post Link to post
ForrestMarkX Posted May 11, 2013 Updated the PSX Doom Zandronum port Download: http://www.mediafire.com/?9g4el55bkcu7an6 ChangeLog:Fixed pistol, chaingun, shotgun and SSG (Changed them from doing the default a_<weaponfire> to A_FireBullets like they were originally Fixed the fullscreen hud font being too big Fixed the frags number to be where they should be 0 Share this post Link to post
michal5 Posted May 12, 2013 Map 42 factory switch problem. Please, we need fix for this! 0 Share this post Link to post
francis247uk Posted May 14, 2013 MG_Man said:Anyway, I suggest removing things like the Williams cutscene to cut down on filesize. You're not going to see that when you join a multiplayer game anyways. A lot of people will not be playing this in multiplayer, and to keep it authentic to the PSX version I think the cutscenes should definitely stay. Can understand they are not to everyones taste though, perhaps a download without them included for people who would not prefer them like the psx startup, or simple instructions to remove them from the main download if possible? 0 Share this post Link to post
ForrestMarkX Posted May 17, 2013 francis247uk said:A lot of people will not be playing this in multiplayer, and to keep it authentic to the PSX version I think the cutscenes should definitely stay. Can understand they are not to everyones taste though, perhaps a download without them included for people who would not prefer them like the psx startup, or simple instructions to remove them from the main download if possible? He's not talking about this version. He is talking about my Zandronum port which everyone plays only multiplayer on 0 Share this post Link to post
ScottGray Posted May 17, 2013 MAP42 switch fixed and the problems Salahmander2 pointed out on maps 47 52 & 90 http://www.mediafire.com/?6hnsg2rda8fu0yn 0 Share this post Link to post
ScottGray Posted May 17, 2013 ForrestMarkX if you want to loose the williams intro here is new title map for your Zandronum port that removes it. http://www.mediafire.com/?o802zu5c68l963c You can then delete all the WIL000XX.PNG images in the graphics folder to save 15MB. why not use the PSXTCMUS.pk3 for music then you can remove all the ogg files too. Just make a bat file and copy this into it: @ECHO OFF IF EXIST PSXDOOM.CFG GOTO RUN ECHO PULLIN "PSXDOOMZandro.PK3">PSXDOOM.CFG ECHO PULLIN "PSXTCMUS.PK3">>PSXDOOM.CFG :RUN START zandronum.exe +EXEC PSXDOOM.CFG -CONFIG Your PSXDOOMZandro_v1.5.PK3 ends up only 9.62MB 0 Share this post Link to post
fenderc01 Posted May 25, 2013 Incorporated ScottGray's map fixes... PSXDoom_2.131.zip 0 Share this post Link to post
Doommarine Posted May 30, 2013 i dont know if this is happening for anyone else but its not letting me download the music. i can download everything else just fine but the music...is there a secondary link to which i can download it or am i screwed? 0 Share this post Link to post
ScottGray Posted May 31, 2013 Try this, its PSXTCMUS.PK3 ziped up. http://www.mediafire.com/?4j9cnao8lvucvee Media Fire is giving us problems with some of the PK3s, they seem to be blocking them. 0 Share this post Link to post
fenderc01 Posted May 31, 2013 I updated the files on my MediaFire account so they are all zipped now. Hopefully they won't get blocked again. 0 Share this post Link to post
Devalaous Posted May 31, 2013 The worst thing about updating versions: I have to dick around with the pk3 again so my Aubrey soundtrack will play 0 Share this post Link to post
Avoozl Posted May 31, 2013 I wish I could get the smother weapons sprites wad to work with this version like with the original psxdoom version. 0 Share this post Link to post
Dragonsbrethren Posted May 31, 2013 Avoozl said:I wish I could get the smother weapons sprites wad to work with this version like with the original psxdoom version. I don't think it'd be that hard to get working, you just need to adapt them to the minor timing changes in the TC. 0 Share this post Link to post
Chronohunter45 Posted June 3, 2013 Doommarine said:worked! thank you! I did this already for my own server. Fits proper weapon timing and includes blood corrections as well. Also has some other stuff that I enjoyed from the old doom enhanced mod. http://www.mediafire.com/download/6pe8rca5fij58b8/PSXenhancedZandronum.zip 0 Share this post Link to post
BlueFireZ88 Posted June 18, 2013 Map52 (The Abandoned Mines) has an issue in it's secret area. The elevator (the high ledge which can be seen from the first room), doesn't go down when you open the door to access it after activating the switch which brings the floor down. No offense, but hasn't this game been play tested for 100% all the way through? At this point I'm practically expecting for something to go wrong in the Final Doom levels. UPDATE: http://www.mediafire.com/download/ie5tjc58u5wxyff/MAP52.WAD I fixed the problem myself, I used the original Abandon Mines map in PC Doom 2 as a guide to fix it. I'm not sure how accurate it is to the PSX version, but hopefully it's dead on. 0 Share this post Link to post
Holering Posted June 24, 2013 Does anyone have saturn doom? Would be nice to have the higher resolution hud, fonts and what not. Don't know if it has shupershotgun from final doom or if fire sky is higher resolution too... See my post here: http://www.doomworld.com/vb/wads-mods/64655-unpsx/ 0 Share this post Link to post