flamming_python Posted August 16 (edited) 3 hours ago, riderr3 said: I already mentioned it long time ago about different usage of analog sticks - leave to user how stick will works. Just add different schemes of control specially for each stick(even each axis) and everyone will be pleased. For myself, I use left analog only for moving/turning and R1/L1 use for strafing, therefore current scheme in beta 4 not really comfortable for me (and also PSP users). Somebody want modern-like controls when you shoot with triggers and moving/strafing with left analog stick. Well set one stick to move forward/back & strafe left/right, and set one stick to turn. That's the modern standard for FPS controls. And just have an option to swap sticks, that'll be enough for both PSP users as well as those users that prefer to aim with the left stick as opposed to the right stick. Having the same stick both turn left/right and move forward/backward is very weird though, and I don't think there is any need to offer something that archaic. Actually it's what the Quake II port for PS1 had, shortly before developers finally figured out that you need to dedicate one stick to movement and dedicate one stick to looking. Which Alien Resurrection on the PS1, released a year later, actually implemented AFAIK, one of the first games to do so. 0 Share this post Link to post
VGA Posted August 21 Is there any framerate improvement with this mod? Is any optimisation possible/planned? 1 Share this post Link to post
Dark Pulse Posted August 21 1 hour ago, VGA said: Is there any framerate improvement with this mod? Is any optimisation possible/planned? Don't believe so as that would be a full-on renderer rewrite. However, GEC did enhance it a bit with stuff like fixing vertical texture tiling for example. 2 Share this post Link to post
VGA Posted August 21 Yeah ... Well, maybe rebuilding nodes and REJECT lump in a more optimized way? Or having an option to totally disable music processing (if that would help with performance, I don't know if XA music affects performance) 0 Share this post Link to post
Doom Guy Posted August 21 I really appreciate everyone who has been involved with this project. I recently got introduced to the PlayStation Version of Doom (shocked that I missed it because I had the other versions growing up). This led me to discover Psydoom and I think I have it set up properly but I had some quick questions. I am using the GEC Master Edition cue file in the Psydoom launcher and when the game loads initially, there is a bunch of graphical distortion on the screen (this all goes away when I get to the main menu)- is this normal? Also is there something weird with the level lineup? I heard that the original PSX Doom cut a bunch of levels from Doom / Doom II / Final Doom - is there a complete level list for the GEC Master Edition? Also what about an enemy list because I am definitely seeing new variants of enemies. 1 Share this post Link to post
VGA Posted August 21 6 minutes ago, Doom Guy said: I really appreciate everyone who has been involved with this project. I recently got introduced to the PlayStation Version of Doom (shocked that I missed it because I had the other versions growing up). This led me to discover Psydoom and I think I have it set up properly but I had some quick questions. I am using the GEC Master Edition cue file in the Psydoom launcher and when the game loads initially, there is a bunch of graphical distortion on the screen (this all goes away when I get to the main menu)- is this normal? Also is there something weird with the level lineup? I heard that the original PSX Doom cut a bunch of levels from Doom / Doom II / Final Doom - is there a complete level list for the GEC Master Edition? Also what about an enemy list because I am definitely seeing new variants of enemies. Check the first post of this topic! 0 Share this post Link to post
Erick194 Posted August 21 3 hours ago, VGA said: Is there any framerate improvement with this mod? Is any optimisation possible/planned? I have tried several times, but it cannot be improved further, the speed of the CPU is not enough, remember that PsxDoom does not render directly in the frame buffer and uses primitives that are sent to the GPU so that the hardware does the drawing in the screen, unlike other ports such as Atari Jaguar or Sega 32x, those that do manipulate the drawing in the frame buffer directly. 2 Share this post Link to post
Doom Guy Posted August 21 3 hours ago, VGA said: Check the first post of this topic! I'm still a bit confused- is there like a setup/install guide? I feel like I might be doing something wrong if I am just running the GEC Master Edition cue file from the Psydoom launcher. Any help would be greatly appreciated! 0 Share this post Link to post
AgitatingSkeleton Posted August 21 Immensely disappointed to report that link cable play does not appear to work on real hardware. Please fix this, I spent a lot of money on a second PlayStation to try and get this to work after one died in a failed attempt to solder in a modchip to play this (and then resorting to a memory card method instead) on a CD. I know that's my fault, but man. This took like a month to find out for sure. For the record, I tested and have extensively used the link cable for actual Doom and Final Doom. If the devs do not have access to two Playstations and a link cable, hit me up and I'll gladly be a tester for the feature. I've got a whole stack of CD-Rs and I don't plan on using too many of them, basically only got them for this. 2 Share this post Link to post
Dimon12321 Posted August 22 (edited) 19 hours ago, Doom Guy said: I am using the GEC Master Edition cue file in the Psydoom launcher and when the game loads initially, there is a bunch of graphical distortion on the screen (this all goes away when I get to the main menu)- is this normal? It makes sense to look through the PsyDoom thread, which added support for GEC Master Edition in v1.1.0, and ask your question there. Presumably, you need to tweak the configuration file to setup the graphical settings. Maybe, changing the resolution may solve your issue. Edited August 22 by Dimon12321 0 Share this post Link to post
Dexiaz Posted August 24 Hello there, long time no see. I have a question to everyone who worked on this project. There is a way to "port" PS1 levels with colored sectors and other stuff since the release of Remastered Doom. I started to work on such port and got this so far: It's not the final version of map, but it's mostly done already. And...I'm thinking about porting the cut levels too. But obviously, most of them are not mine. Can I borrow your levels for using in this project? With all credits to you, of course. If you don't like this idea, I could rework PC maps again by myself, that's ok. P.S.: at present time I'm working only on Doom 1+2 levels. Master Levels, Final Doom maps are not planned. Thanks for replies in advance. 6 Share this post Link to post
Lollie Posted August 26 On 8/24/2024 at 4:20 PM, Dexiaz said: There is a way to "port" PS1 levels with colored sectors and other stuff since the release of Remastered Doom. Super cool! I was wondering how long it'd take for someone to attempt this for the new Doom release. 0 Share this post Link to post
Dark Pulse Posted August 26 On 8/24/2024 at 2:50 AM, Dexiaz said: Hello there, long time no see. I have a question to everyone who worked on this project. There is a way to "port" PS1 levels with colored sectors and other stuff since the release of Remastered Doom. I started to work on such port and got this so far: It's not the final version of map, but it's mostly done already. And...I'm thinking about porting the cut levels too. But obviously, most of them are not mine. Can I borrow your levels for using in this project? With all credits to you, of course. If you don't like this idea, I could rework PC maps again by myself, that's ok. P.S.: at present time I'm working only on Doom 1+2 levels. Master Levels, Final Doom maps are not planned. Thanks for replies in advance. Personally I'm fine with this, I dunno about anyone else though. 1 Share this post Link to post
AdministrationCenter21 Posted August 26 Why is Mephisto's Mausoleum not ported, is there a reason for this? 0 Share this post Link to post
Gerardo194 Posted August 26 (edited) 19 hours ago, AdministrationCenter21 said: Why is Mephisto's Mausoleum not ported, is there a reason for this? Hello. The reason is because we've been busy with other projects and stuff but it will become available in Beta 5. EdIt: @AdministrationCenter21 sorry forgot to mention that there is a Mephisto's Mausoleum map made by @Whiteysnakey you can play on PsyDoom if you're interested. But for the project itself, will be included in Beta 5. Edited August 27 by Gerardo194 3 Share this post Link to post
Tipo Posted August 28 On 8/26/2024 at 9:03 PM, Gerardo194 said: Hello. The reason is because we've been busy with other projects and stuff but it will become available in Beta 5. EdIt: @AdministrationCenter21 sorry forgot to mention that there is a Mephisto's Mausoleum map made by @Whiteysnakey you can play on PsyDoom if you're interested. But for the project itself, will be included in Beta 5. Is there a time window for beta5? 1 Share this post Link to post
Gerardo194 Posted August 30 On 8/28/2024 at 11:28 AM, Tipo said: Is there a time window for beta5? Hello. I'm unable to know that but I hope that's before 2025. 4 Share this post Link to post
TMMMS Posted September 2 are the released comm maps going to be ported/remade as lost levels? 0 Share this post Link to post
Gez Posted September 3 13 hours ago, TMMMS said: are the released comm maps going to be ported/remade as lost levels? Why? They're just unfinished scraps of maps, or old versions of existing map. Does this project needs more scope creep? Because if so, then there's this whole batch over there: https://github.com/chocolatiers/RomeroDoomDump/tree/master/doom-maps 0 Share this post Link to post
TMMMS Posted September 3 because something similar has been done with altar of extraction 0 Share this post Link to post
Gerardo194 Posted September 3 Altar of extraction, nice level. On 9/2/2024 at 11:43 AM, TMMMS said: are the released comm maps going to be ported/remade as lost levels? Pardon my ignorance, I've not been here since a long time... What do you mean with comm maps? Something tells me it might be community maps but not sure. 0 Share this post Link to post
TMMMS Posted September 3 no idea why theyre called that comm1.wad to comm5.wad are the unused alpha maps that were included in the kex re-release 0 Share this post Link to post
Gerardo194 Posted September 4 I see, didn't know that existed... I haven't played the Kex re-release either tbh, I only checked the id vault thing out. 3 Share this post Link to post
TMMMS Posted September 4 comm4.wad has the most potential imo since its already dark and it leads to a scary encounter with a cyberdemon so imagine this remade for playstation doom with the moody lighting and the unnerving aubrey hodges soundtrack!!! 1 Share this post Link to post
Gerardo194 Posted September 4 I see. If you are able to make a map that pays tribute to that one as Altar of Extraction did, consider yourself into the mappers team. You can get help from the mappers team if they are available. 2 Share this post Link to post
AdministrationCenter21 Posted September 10 On 8/27/2024 at 5:03 AM, Gerardo194 said: Hello. The reason is because we've been busy with other projects and stuff but it will become available in Beta 5. EdIt: @AdministrationCenter21 sorry forgot to mention that there is a Mephisto's Mausoleum map made by @Whiteysnakey you can play on PsyDoom if you're interested. But for the project itself, will be included in Beta 5. Couldn't find it. ): 0 Share this post Link to post
Gez Posted September 10 On mercredi 4 septembre 2024 at 3:59 PM, TMMMS said: comm4.wad has the most potential imo since its already dark and it leads to a scary encounter with a cyberdemon so imagine this remade for playstation doom with the moody lighting and the unnerving aubrey hodges soundtrack!!! It's likely a prototype idea for the Tower of Babel level, since it's just a big staircase with a cybie at the top. Level is a bit short. 1 Share this post Link to post
TMMMS Posted September 10 as opposed to what a large empty area with a cybdermon roaming around? ^^ for a playstation map it could work especially with moody lighting and aubrey hodges soundtrack 0 Share this post Link to post
Gerardo194 Posted September 10 11 hours ago, AdministrationCenter21 said: Couldn't find it. ): Do you have Discord? 0 Share this post Link to post