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About riderr3
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[GEC] Master Edition PSX Doom for the PlayStation. Beta 4 Released [11/16/2022]
riderr3 replied to Erick194's topic in Console Doom
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. -
[GEC] Master Edition PSX Doom for the PlayStation. Beta 4 Released [11/16/2022]
riderr3 replied to Erick194's topic in Console Doom
I remember somebody in this thread already said that this is done (it is just for a separate fan project). The only problem is limitation for only one custom map can be made. The full tools will be released after current project is done, at least this is information for now. -
[GEC] Master Edition PSX Doom for the PlayStation. Beta 4 Released [11/16/2022]
riderr3 replied to Erick194's topic in Console Doom
It should be put in the first message of thread. Otherwise the same question will be asked by newcomers over and over. After this project is planned "Definitive edition" where also be added original PSX levels with new features like Nightmare skill, rumble, analog controls, texture view cheat, e.t.c. Also it probably best to stay orig levels as separate episodes in "Definitive edition" (like Lost Levels did), here is why: 1) Two Hell Keep levels in one episode will create confusion and nonsense. (Remember PSX Doom has it's own Hell Keep) 2) The exclusive last levels of PSX Doom 1 and 2 will no more be last levels (but they are intended to be last levels) 3) Music sequence at levels will be messed and repeated because of putting original levels between Master Edition levels. Changing music will impact size of RAM, and levels can be unplayable, missing sounds, e.t.c. 4) Endless discussion about what level sequence is needed. ... and many more problems which will appears. The new features is also can be provided for original PSX Doom/Final with the xdelta patch, in case if added by GEC. Also I give idea to @Erick194 of possible tool that can just combine Master Edition and original levels automatically making it as separate episodes and with all master edition features, making it "Definitive edition". With that tool on your computer just put paths to Master Edition CD image and Doom or Final Doom CD image (USA, EU, or JAP versions). It will save bandwidth, size at some more! -
[GEC] Master Edition PSX Doom for the PlayStation. Beta 4 Released [11/16/2022]
riderr3 replied to Erick194's topic in Console Doom
Maybe it is something with your hardware, because I has been one of the first, who tested multiplayer modes on hardware and it works well, as the original PSX Doom/Final (even I used non-original link cable). I finished all levels in coop mode and played DM mode also (used chipped japanese SCPH-7000 and SCPH-7500). The few miscellaneous problems is the rumble feedback - player 1 has rumble from player 2 and also the opposite (GEC added this and already trying to fix that I think). And also when player 1 used the switch, player 2 can hear the click from opposite part of level for example, I already posted about this. -
[GEC] Master Edition PSX Doom for the PlayStation. Beta 4 Released [11/16/2022]
riderr3 replied to Erick194's topic in Console Doom
For those who helping the project from it's start, primarily we waiting even more the updated tools with support of adding the IoS, Arch-Viles, Wolf SS and Keens, "lost" textures and flats, along the other fixes, especially added fps counter for single test maps. Beta 5 is still early, the tools need to updated first, in my opinion. -
[GEC] Master Edition PSX Doom for the PlayStation. Beta 4 Released [11/16/2022]
riderr3 replied to Erick194's topic in Console Doom
PSX Hexen also missing levels from Deathkings of the Dark Citadel episode... just a reminder. -
[GEC] Master Edition PSX Doom for the PlayStation. Beta 4 Released [11/16/2022]
riderr3 replied to Erick194's topic in Console Doom
How much times we should repeat this... It is not a brand new area, it is official deathmatch portion of the map. It just unlocked for singleplayer (with some added things) to compensate the fact that is many other maps has simplified areas or even cut areas. As well as added Arachnotrons and Pain Elemental to Doom 1 levels is to compensate less monster variety on other maps. Remember official Doom on PSX and Mancubi on Tower of Babel as well brand new level Redemption Denied just for using Spider Masterminds. -
To be honest, but here the ENDOOM implementation is poor. I wanted to ENDOOM window appears normally (or just turned off via settings) like in PRBoom-Plus, GZDoom, e.t.c, not for millisecond and without that cmd window at the program start (I'm on Win10). It's might be useful, but not helps when you testing wads in Ultimate Doom Builder or launching wads via ZDL launcher.
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It is possible to remove cmd window when starting DSDA-Doom? If it can not be done, please add this feature, because the cmd window is very annoying. Leave it for whose who want it.
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[Submissions closed!] McDoomguy's Slaughterific Sample Platter - Pick your restrictions and have at it!
riderr3 replied to MFG38's topic in Map Releases & Development
@MFG38 It is okay to make a puzzle map, with a very few platforming, or even without platforming? I'm still thinking which restrictions to pick. P.S. I pass this project so maybe someone want make a good puzzle map. -
[Community Project] Doom 2 Minus Doom (development thread)
riderr3 replied to janiform's topic in Community Projects
Sorry but have you ever read my post? My map is already finished in august. Link to post Please update the main post and add my map. Hope you not missed other people's posts. -
[GEC] Master Edition PSX Doom for the PlayStation. Beta 4 Released [11/16/2022]
riderr3 replied to Erick194's topic in Console Doom
I think its better to leave any extra new maps outside of Master Edition. You know why, because after all tools will be released, it be more handy to use the tools in full scale for these maps (except maybe that Deadlock.wad aka NEW.WAD which are supposed to be a second secret map of PSX Final Doom, judging by the reference. But it is on GEC decision.) -
[GEC] Master Edition PSX Doom for the PlayStation. Beta 4 Released [11/16/2022]
riderr3 replied to Erick194's topic in Console Doom
This also depends on when the last 3 maps will be finished, I guess. IIRC, there are three maps with Icon Of Sin which is converting by the GEC team (not sure how much percent of them is done). And full tools with multiple maps adding support will be released when Master Edition will be done, so there is a point. Even the last three maps still need an additional testing for bugs. -
[GEC] Master Edition PSX Doom for the PlayStation. Beta 4 Released [11/16/2022]
riderr3 replied to Erick194's topic in Console Doom
The fact is found that "Digitized Pain" music track is used two times in a row in consequenced levels Trapped on Titan and The Titan Anomaly. I suggest just to swap levels The Titan Anomaly and The Farside Of Titan, but decision what to do on @Erick194, to swap a levels or change the tracks. -
Initially I named this map "Hazel keep". The wrong name added in finished wad by those who compiled the wad. The article on Doomwiki should also add original name.