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hfc2x

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About hfc2x

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  1. Not strange, considering that's a game originally made for a console with an analog stick. Considering Doom 1 and 2 were originally made with mouse and keyboard in mind, Unity Doom is never going to be exactly like Doom 64.
  2. I haven't seen anyone ask this yet, but why did the resolution of the automap get changed? Is this a consequence of the previous version rendering the screen at a high 4:3 resolution and the automap being drawn with pixel-doubling at that resolution? I say because now that the game is being rendered at 852x400, the automap looks extremely chunky.
  3. I don't know if anyone who is having input issues is aware these games run at 35fps regardless of what you see. The 60+fps you see in these ports are just an optic illusion (sub-frame interpolation), so what you're probably experiencing is the fact that your controller is polled 35 times a second instead of 60, which I'm guessing is what you're used to. Just a guess.
  4. Nice update. Now it's possible to see the weird things like the impossible 22 secrets in E4M3 lol. Joking aside, I guess we're not getting a fix for the sector wiggle any time soon.
  5. Actually, you can skip picking up the blue key in the actual PSX version of Doom. You can use any of these passwords and try it out yourself: Pistol start: QTFCFFCFFF Full health, armor and weapons: 00HDP39X35 It's not a bug in this TC specifically, but a bug in the original map too. Also, the PSX version of the game kicks you back at the main menu after you complete Threshold of Pain, where you can start Doom II from scratch if you want, but it does so after giving you the password for Entryway with your current equipment, so it's not "silly" that the TC does that, since it's what the original does too. However, it is a bug that the Chainsaw keeps sounding through cutscenes. In any case, your fix for the Chainsaw bug is pretty useful for people who prefer the "reset inventory" approach. For people who want to keep their inventory, I made an alternate fix that silences the Chainsaw during the text screens, but allows you to keep your inventory as you can in the PSX version: PSX Doom TC text screen fix.7z And for anyone interested, I bug fixed the "key required" blink addon, since people were saying they couldn't get it to work with the latest version of GZDoom. It also now works as intended, even in multiplayer: PSXDOORS v2.7z The procedure should be the same as before, using the launcher, and adding my fixes in this box in the options:
  6. Well, you're adding files into the "Add PK3 or WAD Files" dialog which you shouldn't add there. That dialog should be left blank, and only used if you wish to add additional mod files that don't come with the base TC.
  7. Be sure to use the links provided by Jets on an earlier page for downloads: Regarding this: Download the latest development version of GZDoom to get it working from here (choose what corresponds to your system, x64 means 64-bit Windows).
  8. Hey, people. I said last year I'd make a patch for this TC to make keys "blink" when you try to open a locked door without the corresponding key, like the original PSX version of Doom does. Now, I've finally made such patch, and you can download it here. To use it, use the Options menu on the launcher provided with the main TC download, and add it in the "add PK3 or WAD" section, like this: A few things to notice: The key the status bar displays when you try to open a locked door without having said key is automatically detected at level load, and is entirely dependant on levels having only 1 key-per-color. If it displays the wrong sort of key for a specific color, tell me and I'll try to fix it, however not even when playing the Lost Levels have I ran into this sort of problem. Because of how this script works, you may run into problems or may not even be able to run the game if you don't use the latest version of GZDoom. I know the script I used is a bit buggy, and that's because I tried to balance it around being both functional and also multiplayer-compatible, so it's a good approximation for now. If anyone wants to improve it, do so, but please give credit where credit is due.
  9. hfc2x

    Building Chocolate Doom

    Okay, thank you. I'm going to try these instructions when I can.
  10. hfc2x

    Building Chocolate Doom

    Okay, so I tried both of these methods, and none of them work either. The problem with Arch Linux is that it doesn't recognize my proper keyboard layout, with the default one being very.. strange, and trying to set the right one is kinda very difficult, since the console does not let me scroll up to see the full list of available keyboard layouts for my computer. And this Doesn't work because MSYS2 tells me it cannot find autotools, autobuild, mingw-w64-x86_64-gpp, mingw-w64-i686-gpp, mingw-w64-x86_64-g++ and mingw-w64-i686-g++, and either using the command you provided, or trying to install them one by one says it couldn't find them either, so it doesn't allow me to proceed.
  11. hfc2x

    Building Chocolate Doom

    Hey there. Does anyone have up-to-date instructions on how to build the Chocolate Doom Windows binaries? Doesn't matter if it's cross-building. I downloaded the 3.0.0 source code, and made some modifications just for personal use, but the instructions on the ChocoDoom wiki, on Github, and even Linguica's Tutorial are all out of date and won't work whatsoever.
  12. 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. 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
  13. 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
  14. hfc2x

    Stupid BSP Tricks

    I'm waiting for the official announcement.
  15. hfc2x

    We gotta figure out what those Russians are doing.

    We've seen thousands of stories just like what you mention over the years. And no, a trope is a literary resource which helps structuring the story. A cliché is something that's overused to the point it's expected and predictable (yes, this very scene).
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