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ForrestMarkX
Warming Up


Posts: 11
Registered: 05-13


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.txt
code:
StatusBar Normal { DrawImage "PSXHUDBAR", 0, 168; }
TEXTURES.txt
code:
Graphic 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

Old Post May 8 2013 03:53 #
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ForrestMarkX
Warming Up


Posts: 11
Registered: 05-13


I'd just use the ACS version but it works in Multiplayer sometimes, and can't be removed when changing the screensize

Old Post May 9 2013 04:12 #
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MG_Man
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Posts: 66
Registered: 06-06


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.

Old Post May 9 2013 07:20 #
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ForrestMarkX
Warming Up


Posts: 11
Registered: 05-13


I got the hud working and everything how does this look?

Last edited by ForrestMarkX on May 9 2013 at 09:46

Old Post May 9 2013 08:58 #
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DoomUK
Forum Legend


Posts: 4020
Registered: 04-04


EDIT: Duh, nevermind.

Last edited by DoomUK on May 9 2013 at 09:34

Old Post May 9 2013 09:27 #
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ForrestMarkX
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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

Old Post May 9 2013 09:56 #
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MG_Man
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Posts: 66
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Text looks a bit thin but otherwise looks good.

Looks like you didn't implement the frags counter, though.

Last edited by MG_Man on May 9 2013 at 19:03

Old Post May 9 2013 18:50 #
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ForrestMarkX
Warming Up


Posts: 11
Registered: 05-13



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

Old Post May 9 2013 18:59 #
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MG_Man
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Posts: 66
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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.

Old Post May 9 2013 19:05 #
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ForrestMarkX
Warming Up


Posts: 11
Registered: 05-13


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

Old Post May 9 2013 19:24 #
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BlueFireZ88
Junior Member


Posts: 207
Registered: 09-12


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.

Old Post May 9 2013 20:32 #
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ForrestMarkX
Warming Up


Posts: 11
Registered: 05-13


Fixed the fonts and frags display, how does this look?



Download:
http://205.196.123.172/t7wa0zo6j5ug...XDOOMZandro.zip

Last edited by ForrestMarkX on May 9 2013 at 23:01

Old Post May 9 2013 21:36 #
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Salahmander2
Member


Posts: 362
Registered: 04-13



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.

Old Post May 9 2013 23:42 #
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ForrestMarkX
Warming Up


Posts: 11
Registered: 05-13


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

Last edited by ForrestMarkX on May 11 2013 at 07:02

Old Post May 11 2013 04:36 #
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michal5
Registered just to make one post


Posts: 1
Registered: 05-13


Map 42 factory switch problem. Please, we need fix for this!

Old Post May 12 2013 13:30 #
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francis247uk
Warming Up


Posts: 27
Registered: 02-12



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?

Old Post May 14 2013 01:23 #
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ForrestMarkX
Warming Up


Posts: 11
Registered: 05-13



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

Old Post May 17 2013 08:14 #
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ScottGray
Junior Member


Posts: 118
Registered: 04-12


MAP42 switch fixed and the problems Salahmander2 pointed out on maps 47 52 & 90

http://www.mediafire.com/?6hnsg2rda8fu0yn

Last edited by ScottGray on May 20 2013 at 01:04

Old Post May 17 2013 10:22 #
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ScottGray
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Posts: 118
Registered: 04-12


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

Old Post May 17 2013 11:36 #
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fenderc01
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Posts: 72
Registered: 08-06


Incorporated ScottGray's map fixes...

PSXDoom_2.131.zip

Old Post May 25 2013 15:59 #
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Doommarine
Newbie


Posts: 3
Registered: 11-12


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?

Old Post May 30 2013 19:51 #
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ScottGray
Junior Member


Posts: 118
Registered: 04-12


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.

Old Post May 31 2013 01:19 #
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fenderc01
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Posts: 72
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I updated the files on my MediaFire account so they are all zipped now. Hopefully they won't get blocked again.

Last edited by fenderc01 on May 31 2013 at 02:07

Old Post May 31 2013 01:58 #
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Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2301
Registered: 01-08


The worst thing about updating versions: I have to dick around with the pk3 again so my Aubrey soundtrack will play

Old Post May 31 2013 02:14 #
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Avoozl
Forum Staple


Posts: 3454
Registered: 06-09


I wish I could get the smother weapons sprites wad to work with this version like with the original psxdoom version.

Old Post May 31 2013 02:52 #
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Dragonsbrethren
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Posts: 2654
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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.

Old Post May 31 2013 02:57 #
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Doommarine
Newbie


Posts: 3
Registered: 11-12


worked! thank you!

Old Post May 31 2013 04:45 #
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Chronohunter45
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Posts: 64
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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/6...edZandronum.zip

Old Post Jun 3 2013 19:39 #
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BlueFireZ88
Junior Member


Posts: 207
Registered: 09-12


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/i...wxyff/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.

Last edited by BlueFireZ88 on Jun 19 2013 at 00:19

Old Post Jun 18 2013 18:38 #
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Holering
Member


Posts: 430
Registered: 01-03


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/

Old Post Jun 24 2013 04:22 #
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