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Everything posted by francis247uk
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PsyDoom 1.0.1 - PSX Doom port (reverse engineered) for PC
francis247uk replied to intacowetrust's topic in Source Ports
Many thanks @intacowetrust - 1.01 is a small but very nice update being able to change frame rate and renderer on the fly - feels even more like a remaster now in the same vein as the leaked Goldeneye Xbox 360 port and the Halo Master Chief Collection - being able to switch between updated/original graphics in-game. That sounds fun - used to play PSX multiplayer with the playstation link cable back in the day a bit, but a complete novice when it comes to PC multiplayer Doom. Could you explain exactly how to set it all up for PsyDoom? (Both local multiplayer over same connection and non local multiplayer) -
PsyDoom 1.0.1 - PSX Doom port (reverse engineered) for PC
francis247uk replied to intacowetrust's topic in Source Ports
Brilliant @intacowetrust - thanks so much for all your work on this - The best way to play the best version of Doom!!! Feels SO polished now - saves done, interpolation done, launcher done - genuinely can't think of any way to make it better..... Quick question - if I use the European discs and their .cue files, will it make any difference vs the American discs/.cue files other than the opening license screen? Also has anyone got any good mods they recommend for this? -
PsyDoom 1.0.1 - PSX Doom port (reverse engineered) for PC
francis247uk replied to intacowetrust's topic in Source Ports
Hi @intacowetrust, been checking the board regularly to see if there's any word on the next release, did you have any rough timescale in mind at all? -
PsyDoom 1.0.1 - PSX Doom port (reverse engineered) for PC
francis247uk replied to intacowetrust's topic in Source Ports
Been playing some more today in anticipation of the next release; - Are smoother animations/a more frames option for doors opening/closing, moving lifts/platforms, walls etc in the pipeline to match the increased frame rate when playing with Vulkan? - How difficult would it be to extend the graphics on the start screens, options screens, level complete screens etc to get rid of the black bars when playing in 16:9 resolutions - couple of mockups below (Appreciate may be fairly tricky art wise in particular for the Game Mode/Difficulty/Options/Quit Screen & Level Finished Screen because of the background) -
PsyDoom 1.0.1 - PSX Doom port (reverse engineered) for PC
francis247uk replied to intacowetrust's topic in Source Ports
Awesome looking forward to it! Just watched the video on the first page of the thread again and noticed you used the following cheats - Incorporeal, All Powerful, Unperceivable, Warp to Level etc. Could you advise how these are enabled/disabled, is there also an all weapons/max ammo cheat as well? -
PsyDoom 1.0.1 - PSX Doom port (reverse engineered) for PC
francis247uk replied to intacowetrust's topic in Source Ports
Amazing news, thanks very much providing an update, look forward to seeing what the new features are? #1 request from me would be save state implementation of some kind, appreciate that may be quite a task..... -
PsyDoom 1.0.1 - PSX Doom port (reverse engineered) for PC
francis247uk replied to intacowetrust's topic in Source Ports
Ah that's amazing, massive congratulations in order for the new baby @intacowetrust! - Being a new Dad myself last year, fully appreciate caring for the family and getting enough sleep takes up nearly all of your time for the foreseeable future! More than happy to wait for 0.8.4. - thanks for responding 👍 -
PsyDoom 1.0.1 - PSX Doom port (reverse engineered) for PC
francis247uk replied to intacowetrust's topic in Source Ports
Hi @intacowetrust - appreciate you're really busy, quick query to see if any progress had been made this last month with incorporating proper save implementation as a pose to just passwords. Really hoping you can spare the time to implement this before moving on to other projects! -
PsyDoom 1.0.1 - PSX Doom port (reverse engineered) for PC
francis247uk replied to intacowetrust's topic in Source Ports
I literally came on to post the same question @SteelPH - thanks for the update @Wavy - keeping fingers crossed for save games to be on the next major release! -
Another fan of PSX Doom & Final Doom, my favourite versions by some margin, and almost certainly the best way to play it now is the “PsyDoom” source port by @intacowetrust which is still being worked on and improved here:
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[GEC] Master Edition PSX Doom for the PlayStation. Beta 4 Released [11/16/2022]
francis247uk replied to Erick194's topic in Console Doom
Hi all, been really enjoying the PsyDoom source port recently and wondered if there would be a way to play the “Lost Levels” from the PlayStation Doom TC on it. Was kindly recommended this thread by @Gez - sounds very promising, wondered if someone may be able to help with instructions on setting PsyDoom up with the levels/WAD from this thread, if at all possible. -
PsyDoom 1.0.1 - PSX Doom port (reverse engineered) for PC
francis247uk replied to intacowetrust's topic in Source Ports
Super thanks for the update and confirming @Gez- are you able to describe how to set it up or point me in the right direction, no worries if not. -
PsyDoom 1.0.1 - PSX Doom port (reverse engineered) for PC
francis247uk replied to intacowetrust's topic in Source Ports
Hi all, quick question: Is there any way in theory to be able to also play the "Lost Levels" on PsyDoom from the Playstation Doom TC? -
PsyDoom 1.0.1 - PSX Doom port (reverse engineered) for PC
francis247uk replied to intacowetrust's topic in Source Ports
Haven't looked on here and played for a while till today, upgraded from 5.2 and it's made such a big difference, many thanks @intacowetrust I also had to upgrade my display drivers to get the Vulkan renderer to work, definitely worth it though!!! (AMD Radeon Vega 8) Struggling to find any recommendations for improvements now.... Other than a proper save system and smoother door opening/closing which have already been mentioned, the only other thing I can think of now would be a way to select Final Doom/Doom from within the program itself at the start instead of having to edit the .cue path in the game_cfg.ini each time you want to change between the two. Or if that's too much work and out of scope of this project, perhaps there could be a separate program specifically for Final Doom like psyfdoom/psyfinaldoom? -
PsyDoom 1.0.1 - PSX Doom port (reverse engineered) for PC
francis247uk replied to intacowetrust's topic in Source Ports
Super great to hear @intacowetrust thankyou - hope the house move went ok! -
PsyDoom 1.0.1 - PSX Doom port (reverse engineered) for PC
francis247uk replied to intacowetrust's topic in Source Ports
Hi intacowetrust, any further progress, are we were likely to see any updated builds before Christmas? - keeping an eye out for the proper saves feature ;-) -
PsyDoom 1.0.1 - PSX Doom port (reverse engineered) for PC
francis247uk replied to intacowetrust's topic in Source Ports
Managed to play some Final Doom today - plays perfectly, great stuff. Created a shortcut to the settings folder where the .ini's are stored and a shortcut back to the game folder - it helped massively if you want to go in and out trying various changes of the settings quickly, and the simple "QUIT" option in-game on the main screen works great as well, thanks for implementing. When using @Fenderc01 & @Ruritanian solutions for playing with a gamepad, I found that if I bound "Toggle_Map" & "Menu_Back" to the same key/button, when pausing and bringing up the menu functioned the same as I remembered on the Playstation, so might be a suggestion for the default binds potentially? (Would be "Gamepad Back" or "M" or "Tab") - don't think it interferes anywhere having them on the same key..... Long term, to avoid having to use another program to bind the keys either via emulating an Xbox 360 controller or emulating the keyboard (for non Xbox controller), could the game hypothetically be programmed to recognise the generic numbered buttons of a generic game controller - so keep the default binds the same so it doesn't interfere for the majority, but allow for them to be used as options in the control_bindings.ini - so the "# Gamepad buttons:" section looked something like this potentially: # Gamepad buttons: # Gamepad A Gamepad DpUp Gamepad LeftStick # Gamepad B Gamepad DpDown Gamepad RightStick # Gamepad X Gamepad DpLeft Gamepad LeftShoulder # Gamepad Y Gamepad DpRight Gamepad RightShoulder # Gamepad Back Gamepad Start Gamepad Guide # Gamepad 1 Gamepad 2 Gamepad 3 # Gamepad 4 Gamepad 5 Gamepad 6 # Gamepad 7 Gamepad 8 Gamepad 9 # Gamepad 10 Gamepad 11 Gamepad 12 For reference, when you plug in the Playstation Classic Controller, windows recognises it as in the below picture. If too much hassle, then no worries of course! -
PsyDoom 1.0.1 - PSX Doom port (reverse engineered) for PC
francis247uk replied to intacowetrust's topic in Source Ports
Many thanks fenderc01! -
PsyDoom 1.0.1 - PSX Doom port (reverse engineered) for PC
francis247uk replied to intacowetrust's topic in Source Ports
Hi @intacowetrust, runs great for me, thanks for all your hard work putting this together, it's appreciated! Even works with multiple .bin files for me as well, although no music at start menu/level complete screen (music plays in game though, no biggie!) As optional extras, would there be any scope in future for: Initial option to select between both Doom and Final Doom, can have .cue & .bin files in the same folder Saves Smooth door & enemy animations Higher resolution options Widescreen support (both field of view and status bar, remove the black boxes either side for example) Bit more user friendly way of changing options would be great - was a bit tricky to locate the folder where they are stored, then editing .ini files correctly is quite difficult for a novice user I also like the PS Startup sound and Williams pages pre main menu, appreciate I'm probably in the minority and for copyright purposes etc is likely not going to happen. Can anyone help - I'm playing on Windows and trying to get this to work with a new Playstation Classic controller (USB) for that authentic old school feel, as for nostalgia purposes this is my favourite way to play compared to mouse/keyboard or Xbox Controller. With regards to amending the control_bindings.ini file, I'm a little unsure where to start. As per the original PSX Doom manual, and then mapping the controller in GZDoom for example, it recognises the inputs as follows: Fire = Triangle = JOY1 Use / Open = Circle = JOY2 Move Forward = Dpad Up = AXIS1MINUS Move Backwards = Dpad Down = AXIS1PLUS Strafe Left = L1 = JOY7 Strafe Right = R1 = JOY8 Turn Left = Dpad Left = AXIS2MINUS Turn Right = Dpad Right = AXIS2PLUS Run = Square = JOY4 Strafe = X = JOY3 Next Weapon = R2 = JOY6 Previous Weapon = L2 = JOY5 Toggle Automap = Select = JOY9 -
[Update V2] PSXDOOM / PSXFINALDOOM / DOOM64 on Gzdoom [GEC] Master Edition. DEC 17 2018.
francis247uk replied to Erick194's topic in WADs & Mods
Was trying Doom & Final Doom with the Xebra emulator today for reference, managed to get the controls feel pretty similar on Gzdoom [GEC] Master Edition using a usb psx controller with the following settings: Configure Controller (Screen) Overall Sensitivity 0.100 x Axis Turning Overall Sensitivity 1.00 Invert No Dead Zone 0.050 y Axis Moving Forward Overall Sensitivity 0.100 Invert No Dead zone 0.100 Really enjoyed playing this today, thanks a lot Gerardo194 Would you consider optimising the status bar for widescreen displays on Doom & Final Doom (which I imagine is most people these days) Think this worked really well in the old TC: https://www.doomworld.com/forum/post/1158467 https://www.doomworld.com/forum/post/1158542 -
[Update V2] PSXDOOM / PSXFINALDOOM / DOOM64 on Gzdoom [GEC] Master Edition. DEC 17 2018.
francis247uk replied to Erick194's topic in WADs & Mods
Hi, been playing a bit today and having a couple of issues that someone may be able to help with: I'm now using a Playstation classic USB controller - all buttons mapped fine as per the psx manual - however I can't seem to get the turning speed right to match the original PSX version (too fast or too slow!) - does anyone have any recommended settings on the Joystick Options>Controller Options>Configure Controller screen? Even with Autorun switched off, and no toggle run, I seem to be constantly running everywhere, any ideas? Run button makes no difference but is mapped fine I know the option to skip the intro is coming in the next version (looking forward to that) - low priority, and not a problem if it's too much work, however is there any scope for an option to include the PSX start from the console as an option for PSX Doom & PSX Final Doom - basically the first 14 seconds of the following video: -
[Update V2] PSXDOOM / PSXFINALDOOM / DOOM64 on Gzdoom [GEC] Master Edition. DEC 17 2018.
francis247uk replied to Erick194's topic in WADs & Mods
Super thanks CoTeCiO! Gave it a go and really impressed - just put the wads in the SourcePort folder and off you go, very easy to get going! For authenticity, I disabled the Dynamic lights in the Opengl > Dynamic Lights sub menu, however I'm also getting a bit of screen tearing, had a quick look around the options and cannot find an easy way to disable it (is it called v-sync or something?) Also there appears to be some kind of added effects where the enemies eyes glow and muzzle flash at close range, does anyone know a way to disable that too? Final error for me is the intro animations are a bit jumpy - I did set the resolution to 1920 x 1080 however even at this resolution they run a lot smoother in the PSX Doom TC, so not entirely sure why that is, nothing major though! Many thanks for your work Erick194 & Gerardo194 -
[Update V2] PSXDOOM / PSXFINALDOOM / DOOM64 on Gzdoom [GEC] Master Edition. DEC 17 2018.
francis247uk replied to Erick194's topic in WADs & Mods
Hi, looks like I'm late to the party, was involved with playtesting the PSX Doom TC back in the day. Clearly some great work going on here, however I'm a little confused, what are the benefits exactly of playing this over the PSX Doom TC, how is it more authentic? Also has anyone tried playing this with a Playstation Classic controller, as they are USB they apparently work well on PC - wonder how different they are to the original PSX controllers. -
PSX Doom/Final Doom TC (Legacy TC, See first post for details)
francis247uk replied to Mattfrie1's topic in WADs & Mods
Updated from gzdoom 2.1 to 3.5.1 Have encountered a few problems whilst using the following: PSXDoom 2.135 gzdoom-bin-3-5-1-x64 Trying to use: PSXTCMUS.PK3 - music not working - tried to load in with the launcher PSXFDHUD.PK3 - updated psx style bottom bars not working - tried to load in with the launcher PSXDOORS.PK3 - key blink not working - tried to load in with the launcher If anyone could offer assistance it would be appreciated. -
PSX Doom/Final Doom TC (Legacy TC, See first post for details)
francis247uk replied to Mattfrie1's topic in WADs & Mods
+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.