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Mattfrie1

PSX Doom/Final Doom TC (Legacy TC, See first post for details)

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BaronOfStuff said:

Educated guess: because the TC uses new flats that aren't recognised or defined in that mod. Simple as that.


Ok. Thanks. As in they are named differently and I would have to go through and rename them to the corresponding flats?

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Greetings good sirs. Sorry about bumping the thread but I would like to Let's play this Total Conversion as a Doom LP. I am also thinking about playing through the Lost Levels and if it's possible should I credit you guys at the beginning of the LP and talk about the community, the mods, the original creators and the legacy that Doom brought on?

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Hi, where's the link for downloading Version 2.135? The link to "Scott Gray's post" is for Version 2.134.

Also, great work with this TC, you're all awesome!

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KOManiacJim said:

should I credit you guys at the beginning of the LP?....

Do what ever you want man. If you want to talk about us bums feel free. We are probably all on a watch list for copywriter infringement with any luck they will fling us all in the same prison It will be handy for group photo. (Might be a human pyramid if its getmo they send us too mind you)

@thenuke. V2.135 is a beta at the moment. I'm having internet conection problems. I'll change my download post when its sorted out.

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This is a great mod!!!

But is there a mod available that keeps the PC version layout but just add the extra features of the PSX version. For example.....

Lighting effects (coloured lighting effects)
Echo sound effects
Additional Enemy sounds (like the imp sound effect)
Added placements of the Chaingun soliders
Nightmare specters
New Intro and outro

Also on regarding the actaul DOOM TC mod, has there ever been any talk about adding back in the axed 'Nightmare Imp' a screen of the Nightmare imp was shown in the UK game mag 'Maximum' but it appears to have been removed from the final game!?

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BlockABoots said:

Yeah i know of that one. But what i was most after was adding the coloured lighting of the PSX version to the PC version

No it won't exist purely because modifying the original levels as in IWAD levels is prohibited.

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alterworldruler said:

No it won't exist purely because modifying the original levels as in IWAD levels is prohibited.


Even just altering the lighting??

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BlockABoots said:

Even just altering the lighting??

Dude, you cannot redistribute the original iwad maps.

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The restriction is only on the idgames archive; other sites like moddb or mediafire do not care about it.

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BlockABoots said:

This is a great mod!!!

But is there a mod available that keeps the PC version layout but just add the extra features of the PSX version. For example.....

Lighting effects (coloured lighting effects)
Echo sound effects
Additional Enemy sounds (like the imp sound effect)
Added placements of the Chaingun soliders
Nightmare specters
New Intro and outro

Also on regarding the actaul DOOM TC mod, has there ever been any talk about adding back in the axed 'Nightmare Imp' a screen of the Nightmare imp was shown in the UK game mag 'Maximum' but it appears to have been removed from the final game!?


I would love to see a "patch" for both PC Doom, Doom 2 and Ultimate Doom to have these features integrated into the IWADS.

It is possible to bypass any legal restriction that creates a binary patch to enable this.

Owners of original doom iwads can use a patch for personal use so long as it is not distributed. The patch itself is mainly just the difference between the original and edited parts.

Similar to those IPS patches for console roms to translate it from one language to another.

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ScottGray said:

I don't know of any need to move on from gzdoom 1.8.6.

http://zdoom.org/wiki/MAPINFO_options_for_GZDoom's_GL_renderer

Recent SVN builds allow you to modify the 3D aspect ratio correction. This means it can be adjusted to match PSX Doom's aspect ratio!

I have determined that the PixelRatio value to use is 0.8. (original PSX Doom resolution is 256x240, scaling this to 320x240 [a 4:3 resolution] results in a 20% reduction in height, hence the resulting PixelRatio of 0.8.)

Additionally, it seems the sprites have their own aspect ratio separate from the map's aspect ratio. I have determined that setting XScale to 0.8 on all the actors makes the sprites match up too. The regular Scale property on them will have to be changed back to 1 from the TC's current value of 0.92. Since DECORATE scaling doesn't work for the HUD weapons, they'll have to be shortened through TEXTURES. That seems like a right pain in the ass, but I could probably write a program to generate it automatically.

Here are some screenshots showing the difference it makes (ignore the messed up HUD, I hastily edited it to add back the black letterboxing on the bottom for accurate comparison):
Stock PSX Doom TC (PC doom aspect ratio)
PSX Doom TC with modified aspect ratio as described above
PSX Doom screenshot

This means the PC Aspect Ratio addon pk3 can also change the aspect ratio of the whole game and not just the HUD. (also, the configurator tries to load PCHUDAR1.pk3 when the file is called just PCHUDAR.pk3. But, with GZDoom able to actually do PSX Doom's aspect ratio I don't see the need to be able to go back to the PC aspect ratio since the game can now match the HUD's aspect ratio.)

The recent builds also add a "Software" lighting mode that approximates the distance lighting that Software mode and PSX Doom uses. However it makes the maps much too dark in the PSX Doom TC, making most of E1M1. If it was to be made the standard, the map lighting would have to be adjusted overall.

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I've finished another accuracy enhancement: Now the Final Doom statusbar in the Final Doom levels uses the darker, redder number font from Final Doom.

Screenshot
Compare with non-Final Doom's pinker font
Download


A second thing I made: A fullscreen HUD. Not super official, but it's a mix of the classic status bar style and Doom 64's style. I figure it's better than nothing.

Screenshot
Download


And finally, another addon: PC Doom Status Bar Face. Replaces the downscaled PSX hud face graphics with the PC version, preserving the proper size and aspect ratio. Gib frames from Jaguar Doom. If the PC weapons sprites are worth kept around and compatible, I figure this ought to be too.

Download

I'm going to look into helping cut down the mess of MAPINFOs in the various patches in the MODS folder. For example music can be redefined through a LANGUAGE lump instead of definition in MAPINFO. This means that the various level order mods can be made to not interfere with the Lost Levels music addon, for example.

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I am not sure if this is the result of the newest release of either PSXDooM or GZDooM, but the PC Weapon Keys addon does not seem to work anymore. :(

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Love those add ons MG_Man! The accuracy enhancement should replace what's already there and the other 2 enhancements hopefully can be incorporated properly into the Customizer on the next release.

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Quick question, I got Blood splatters to work on the walls and ceiling by editing “ANIMDEFS.TXT” But for some reason blood will not splatter on the floor.
Bullet decals don’t show up either, any ideas how I can fix this? I’m using “ketchup v5”

Here’s my edited “ANIMDEFS.TXT”

Spoiler

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Great TC I am loving it, but I have a suggestion. Maybe for a future version you could include Sega Saturn doom stuff because the PS1 and Saturn versions are similar except a few things, such as the different hud, ability to turn off the PSX colored lighting and a few other minor things possibly, would be great. Personally not a massive fan of the darkened style of the PS1 version so I think having the saturn lighting too would make this mod perfect :)

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But then it wouldn't be a PSX TC, would it?

The coloured lighting isn't just some external special effect thing that can be switched on or off with menu options either AFAIK. You'd need to load a complete copy of the mapset with all the sector colour properties completely stripped from every map.

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The weapon muzzle flash isn't affected by sector colours in PSXDoom 2.134 and 2.135BETA https://drive.google.com/file/d/0Bz3WFRZJ1ZbRbUFvZ0ZBMlcyU0U/view?usp=sharing&resourcekey=0--TgIwxX2KN5FBobXrW2h2g
I see this has been brought up many times before, but, still, maybe there could be some compromise to this issue now that GZDoom has updated several times since then?
Besides, are there any plans to include the extended versions of the tracks composed by Aubrey Hodges? They're around twice as long :D From what I know he has given permission to include his tracks. That said, I'm not sure if he had in mind all of his releases/albums.

Edited by Filipianosol : Fixed link.

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I already have the original album release working with the TC (with all six bonus tracks included), the file size is absolutely massive. I don't think its worth uploading without severely downsizing the files somehow.

I have yet to buy the upgraded soundtrack, so I don't know how well it works in the TC, others say they have problems, but they might be doing things differently

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Hi! i just register to say thanks, i was using this mod for long time, but never register


I have a question, there is a easy way to change the music back to the original Doom/Doom 2 musics?

For now, i just remplace the PS1 ogg with original music ogg, but not always work well


Any ideas are welcome, i love PS1 graphics and maps, but hate a lot the "music"

Thanks

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theelf said:

Hi! i just register to say thanks, i was using this mod for long time, but never register


I have a question, there is a easy way to change the music back to the original Doom/Doom 2 musics?

For now, i just remplace the PS1 ogg with original music ogg, but not always work well


Any ideas are welcome, i love PS1 graphics and maps, but hate a lot the "music"

Thanks


Can't be done without modifying the (Z)MAPINFO.

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Which is pretty trivial if one places the modified mapinfo in a separate pk3 along with the desired music.

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Hi, thanks

Yes I already modify the zmapinfo, but the problem, is that i dont know the music orders...

When i say not always work well, is because, i dont know, for example, what is the name of every level of doom 1 and doom 2?

If a map is original of PSX is ok (i never played psx doom), but for Doom 1 and Doom 2 levels, i want the same music


For example, i read this, and Im lost :) jaja

Map MAP49 Lookup "HUSTR_49"
{
Music = "PSXMUS03"
Next = "MAP50"
}



I did not find a list neither that matches the one in PSXdoom, any advice?



Thanks a lot for the answers

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