scalliano Posted July 29, 2017 Let me guess - McAfee? If you want to purge your system of all homebrew software, McAfee is great, but if you actually want to protect your system from malicious code, look elsewhere. Anyway, it would appear that PSXLOST.pk3 is playing havoc with the main mod. I don't really want to use LOSTMIX.pk3 as I prefer to play those maps as a separate episode, but I've been constantly getting a "no player class defined" error and even when I do get it to load, none of the weapons are selectable. 0 Share this post Link to post
RichardDS90 Posted July 29, 2017 Have you tried to load just the Lost Levels on it's own, I believe in the gameinfo or something that it will automatically detect the main TC and the soundtrack. 0 Share this post Link to post
scalliano Posted July 30, 2017 Downloaded the "fixed" launcher and that seems to have corrected the issue. 0 Share this post Link to post
Kroc Posted August 8, 2017 (edited) Is anybody else getting 'music "d_title" not found' on the title screen? I have PSXTCMUS.PK3 right there in the folder along with everything else!? Fixed it? Corrupt download possibly. That was weird. Things are becoming very difficult to keep up a myriad of micro-patches; could a new version be rolled to bring a clear picture to the download situation? An option that includes the music and lost-levels already would be a great help. Edited August 8, 2017 by Kroc : problem... solved? 0 Share this post Link to post
Kroc Posted August 10, 2017 Now playing through, and this project is outstanding. An incredible piece of collaboration and a quality product well worth playing by any DOOM fan. I've found another bug in LOSTMIX.PK3 (I'm trying to build an up-to-date version of it): This hasn't been mentioned before, but MAP60 "Fear" (also present as LOST64, but unused -- are they identical??) occurs twice as a secret level and creates an infinite loop of levels! This is how the bug appears in the code: (notice the MAP25 > MAP60 > MAP29 > MAP57 > MAP26 > MAP27 > MAP60 ... chain) Map MAP25 Lookup "HUSTR_25" { Music = "$MAPMUS_25" Next = "MAP26" SecretNext = "MAP60" } Map MAP60 Lookup "HUSTR_60" { Music = "$MAPMUS_60" Sky1 = "SKY07" Next = "MAP29" } Map MAP29 Lookup "HUSTR_29" { Music = "$MAPMUS_29" Next = "MAP26" SecretNext = "MAP57" } Map MAP57 Lookup "HUSTR_57" { Music = "$MAPMUS_57" Sky1 = "SKY04" Next = "MAP26" } Map MAP26 Lookup "HUSTR_26" { Music = "$MAPMUS_26" Next = "MAP27" } Map MAP27 Lookup "HUSTR_27" { Music = "$MAPMUS_27" Next = "LOST03" SecretNext = "MAP60" } Any suggestions on how this should be resolved? 0 Share this post Link to post
Gez Posted August 10, 2017 AFAIK the two "Fear" maps are different. The one in MAP60 has no real reason to exist. 0 Share this post Link to post
Kroc Posted August 15, 2017 Ok having played through to this point it's clear that MAP27 "Unruly Evil" doesn't have a secret exit and the entry there is a mistake from some earlier changes. Attached is a completely up-to-date LOSTMIX.PK3 (remove .zip from the extension) that includes all fixes mentioned in this thread, including the MAP23 fix that was mentioned but had not been included thus far. LOSTMIX.PK3.ZIP 1 Share this post Link to post
NightSprinter Posted September 16, 2017 (edited) Been having a few strange issues with making the mod fully work (including Lost Levels and a third mod that allows everything to be played in order). To start, the launcher and customizer both work on my laptop running Win10. However, my desktop running the same OS seems to give me a crash window from both programs. On top of that, when loading all the requisite mods (not including levelorder.pk3), I get an error saying the song PSXMUS01 wasn't found (or even the title. Is there a certain way in the config file I can load these mod files for everything to work? The level order and Smooth PS1 DooM mods also being included in the config would be nice as a bonus, but not needed. 0 Share this post Link to post
MajorRawne Posted September 17, 2017 Hi everyone. I haven't logged into Doomworld for ages and am behind on the progress of this TC. Does the TC now incorporate slower turning and movement speeds for the player, and any kind of emulation for the grittier, lower-res graphics with lower frame rates of the PSX? This is where the TC used to "fall down" - it's like watching a tribute performance for an 80s hair metal band where the band has short hair and wears business suits. Try watching a genuine PSX map followed by a PSX TC map. Don't be offended by this feedback, the PSX TC is an amazing feat, I just go by the old mantra "in for a penny, in for a pound". 0 Share this post Link to post
ihon Posted September 28, 2017 Lower your resolution, don't use your mouse, cap your fps and enable colored lighting. 0 Share this post Link to post
hfc2x Posted September 30, 2017 How come no one has still said anything about the vertically-squished weapons? I mean, I know the sprites in the original game are rendered vertically-squished, but the output aspect ratio should match the correct ratio used in PC Doom. Just see examples: Original PSX Doom played in an actual CRT TV: https://i.imgur.com/jP4biig.jpg Exact same area played in GZDoom g3.1.0 without any Aspect Ratio forcing: https://i.imgur.com/6zGLCJc.png I guess I can fix that if nobody objects, but that'll mean some pixels may be lost in the transition and that will mean this TC won't be as true to the original game. But those are just details. Meanwhile, I made changes to PSXDOOM.CFG because the CVar "secretmessage" no longer exists, and instead, added "cl_showsecretmessage" which is set to False by default. Also removed the "con_scaletext" CVar from there because it's annoying for people like me who like to scale text to values higher than 1. If nobody minds, I guess I'll make a patch for the "blinking" keycards on the status bar whenever the player tries to activate a key-locked line (door, switch, etc). PSXDOOMCFG.zip 3 Share this post Link to post
Dexiaz Posted September 30, 2017 2 hours ago, hfc2x said: If nobody minds, I guess I'll make a patch for the "blinking" keycards on the status bar whenever the player tries to activate a key-locked line (door, switch, etc). A-WE-SO-ME. P.S.: Don't know about weapon patching, I remember that there is the way to fix this by XY scaling in Decorate? [Possibly I'm wrong] 0 Share this post Link to post
Nevander Posted September 30, 2017 4 hours ago, hfc2x said: If nobody minds, I guess I'll make a patch for the "blinking" keycards on the status bar whenever the player tries to activate a key-locked line (door, switch, etc). How would one do this? I still need to do this in my Doom 64 TC but I have no idea how to accomplish it. I thought about a script that would flash that icon on the screen when using the door using HudMessage but then I'd have to write scripts for every locked door in the game to check for the key first and then do the flashing. I'd love a solution that works without needing to futz with maps. 0 Share this post Link to post
hfc2x Posted October 1, 2017 20 hours ago, DeXiaZ said: A-WE-SO-ME. P.S.: Don't know about weapon patching, I remember that there is the way to fix this by XY scaling in Decorate? [Possibly I'm wrong] You can't scale first-person perspective weapon sprites through DECORATE. That would only apply to the pickup sprites, so the scaling has to be done through TEXTURES. 18 hours ago, Nevander said: How would one do this? I still need to do this in my Doom 64 TC but I have no idea how to accomplish it. I thought about a script that would flash that icon on the screen when using the door using HudMessage but then I'd have to write scripts for every locked door in the game to check for the key first and then do the flashing. I'd love a solution that works without needing to futz with maps. It can be done with ZScript, by replacing the line specials at level load. Okay, so I've done a couple of fixes, which include correcting the weapon aspect ratios, and also adding some missing actors in PSXHUDAR1.pk3 which were causing the final Cast Call to loop out of control: https://mega.nz/#!nIZ03T6Y!R4e7YbhqCrBj4AUXIsg-5DpSKONRoTPQvjhZ4OEg5T0 5 Share this post Link to post
pmc2 Posted October 3, 2017 Great, thank you. could you make us a little changelog? ^^ 0 Share this post Link to post
sdk2k9 Posted October 3, 2017 I'm curious. Has anyone done a PSXTCMUS.PK3 with the 20th anniversary soundtrack Aubrey Hodges released? 0 Share this post Link to post
Dexiaz Posted October 3, 2017 I think that such soundtrack pack is illegal, because the 20th anniversary soundtrack cost some money. It is supposed to be packed by people themselves (who bought this soundtrack) 0 Share this post Link to post
Impboy4 Posted October 3, 2017 Uh I'm pretty sure Aubrey is cool with us using his work in our projects as long as we credit him. It's practically illegal to remake PSX Doom on the PC to begin with (likewise with Doom 64). 0 Share this post Link to post
Nevander Posted October 3, 2017 Speaking of which, I am still eagerly awaiting the 20th Anniversary Doom 64 soundtrack. I sure hope everything is going good for Aubrey since it's been a while. 0 Share this post Link to post
whiteboy567 Posted October 6, 2017 Love this TC, very accurate conversion from the psx original. My only real complaint and it's minor, but the secret exit from perfect hatred shouldn't exist if you're going for full on authenticity. Fear should only be accessed via the lost levels pack. 0 Share this post Link to post
Danfun64 Posted October 6, 2017 There are mods which allow both the TC and Lost Levels to be played at the same time in order though. 0 Share this post Link to post
Michael92 Posted October 6, 2017 On 3.10.2017 at 11:00 PM, Nevander said: Speaking of which, I am still eagerly awaiting the 20th Anniversary Doom 64 soundtrack. I sure hope everything is going good for Aubrey since it's been a while. I'm really confused, but were Overloaded, Tainted Brood and Breaking Point added to the bandcamp page long time ago or just recently? 0 Share this post Link to post
Nevander Posted October 7, 2017 They were always there, from when the Doom 64 soundtrack was added to his page. 0 Share this post Link to post
Kroc Posted October 14, 2017 The link on the OP to ScottGrey's thread (where the downloads are) is now broken. What with the Lost Levels add-on, and all the fixes spread across the pages in this thread, there really needs to be a new release! :( 2 Share this post Link to post
Jets Posted October 23, 2017 for info, PSXDOOMTC.exe doesn't launch psxdoom correctly with gz v3.2.1 (3.2.0 is ok). 0 Share this post Link to post
Dr_Proton Posted October 23, 2017 A new version would be great because the weapons are bugging out :( 0 Share this post Link to post
Nevander Posted October 23, 2017 I've never had any of these weird problems you guys seem to get. Works fine for me on GZDoom 2.2.0. 0 Share this post Link to post
francis247uk Posted October 27, 2017 On 14/10/2017 at 5:52 PM, Kroc said: The link on the OP to ScottGrey's thread (where the downloads are) is now broken. What with the Lost Levels add-on, and all the fixes spread across the pages in this thread, there really needs to be a new release! :( +1 This is a great idea, hopefully the keycard fix, weapon aspect ratios and missing actor fixes that hfc2x created could be fully incorporated instead of patched in as well. 1 Share this post Link to post
Average Posted October 27, 2017 It would be nice to have an updated collection collated into one post. Perhaps Ling or someone could sticky it so that it always easily found? 0 Share this post Link to post