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Erick194

[GEC] Master Edition PSX Doom for the PlayStation. 31/10/2018 Beta 2 released now incluiding NRTFL levels.

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7 hours ago, Gerardo194 said:

About the usage of Fire sky, actually static skies consumes more memory than Fire sky.


To be correct, fire sky consume 4x less space in the VRAM space.

But on another side if I apply fire skies, some big maps with enormous structures have "Z Malloc: failed allocation on *******" error or significant slowdowns (even if I remove some linedefs). I've encountered it by myself on Adm. Center just by changing static hell sky on fire sky.

So the skies need to be chosen wisely. I think that's the cause in PSX Final doom maps Quarry and Lunar Mining Project have static inferno sky, because at the outside the slowdowns is already noticeable.
 

6 hours ago, Dark Pulse said:

Could be due to the Spider Mastermind. Hitboxes on those are notoriously wonky (even in Vanilla Doom), and it's entirely possible for the PE to get "stuck" endlessly spawning Lost Souls that explode immediately (because it's inside the bounding box of the Mastermind) whilst the Mastermind also can't move (because it sees its move as being blocked).

 

Not a ton I can do about that for the most part, I think.

Well, if the lost souls would not to be randomly stucked, there is less chances to beat this map 😏
Even a small redesigns would cause huge changes. And in this case it is need to check everything well.

Edited by riderr3

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12 hours ago, riderr3 said:

Well, if the lost souls would not to be randomly stucked, there is less chances to beat this map 😏
Even a small redesigns would cause huge changes. And in this case it is need to check everything well.

Can't exactly redesign the map for something like that, it'd be something GEC would need to fix.

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No need to worry about it, when there's a problem, there's a solution... I remember it used to work properly when you sent the map to us.

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Like I said, wouldn't be surprised if the music change somehow tipped it over, as I was cutting it pretty close on the RAM limit. At the least, I couldn't add Cacos without overflowing the RAM.

 

If that's the case, I'll have to figure out something probably. I really want to keep the Pain Elementals there for the extra challenge and the "Doom II in Doom" feel. I'd probably have to swap out the Barons for Nightmare Hell Knights, and failing that, something that uses less memory.

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Since it's been a little while since this topic has seen some action, and in honor of @Hyde making his entry on these forums... let's give some new screenshots of a new level for everyone to drool over, shall we?

 

Behold TNT MAP06: Open Season. Surprisingly few cuts needed here. The walkway with the pumps where you get the Blue Key is decent (but not great) with the framerate by Playstation standards (about 10-15 FPS), though of course if you're playing on an emulator just overclock the emulated CPU and that will get around it. Considering you spend relatively little time in that exact part of the level, I decided it was acceptable. It did need some vertical shearing for the walls of course (Tim alluded to how they did dummy sectors to work around this - not sure how that'd work here?), but I did it in such a way that it will actually be somewhat tricky for you to notice if you're not really looking for it. There's only one area where it's really "obvious" and that's both pretty minor but also not something I can avoid if we want a catwalk around the pumps at all.

 

Otherwise, map plays pretty great for most of it. I'm pretty proud of the light effect I got going in the one hallway (the third screenshot); it looks great in motion. The Caco trap for the Yellow Key is a bit more of a challenge now due to framerate plus the vertical compression (you're more generally in their line of sight to attack), too. I also tweaked a few things here and there in some rooms, to try to give it a little more atmosphere and to get around things where height changes made a few things no longer work like how they used to. Also found a way to hide the sound tunnel that was painfully visible in the original once the Caco trap was sprung (that always annoyed me).

 

Too bad that I can't "link" the two maps together (have the end of one be the start of the other) due to texture space limitations, or I'd have linked right to the start of this from my work on TNT MAP05: Hanger.

 

Without further ado, the shots!

Spoiler

 

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Edited by Dark Pulse

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I'm wondering about something. What's gonna happen with the demo loop? Is there a way to record new demos or we'll have to settle with demos that make no sense or no demos at all?

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12 minutes ago, CoTeCiO said:

I'm wondering about something. What's gonna happen with the demo loop? Is there a way to record new demos or we'll have to settle with demos that make no sense or no demos at all?

Pretty sure that will be among the last things done, since first all the new levels need to get done, and even after that, GEC has to decide if they want to do just a version with the cut/added levels, or if they want to do a version that slots the new maps in between the old ones. 

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29 minutes ago, Dark Pulse said:

Pretty sure that will be among the last things done, since first all the new levels need to get done, and even after that, GEC has to decide if they want to do just a version with the cut/added levels, or if they want to do a version that slots the new maps in between the old ones. 


"Demo" in Doom universe means the .lmp demo which are played when player did not press any buttons/key. The beta have new demos, but they are two seconds long and player not moving. I've also wonder how possible to record PSX Doom demos.

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7 minutes ago, riderr3 said:


"Demo" in Doom universe means the .lmp demo which are played when player did not press any buttons/key. The beta have new demos, but they are two seconds long and player not moving. I've also wonder how possible to record PSX Doom demos.

Yes, that's exactly what I'm talking about. No point in having a demo if in this version of the game that map is map slot 14, and in the next it's in map slot 17. That'd break the demo, just like different versions of PC Doom broke its demos.

 

Hence, I'm very sure it will be among the last things done, when all the maps are finished and compiled. Possibly we'll even vote on what maps get demos of them (since nominally speaking you want to pick pretty impressive maps to show off).

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