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Everything posted by Erick194
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[Update V2] PSXDOOM / PSXFINALDOOM / DOOM64 on Gzdoom [GEC] Master Edition. DEC 17 2018.
Erick194 replied to Erick194's topic in WAD Releases & Development
One more time here I come with a new Doom 64 video, do not misunderstand me but I am not trolling, I'm just showing a bits of all :) I don't like to repeat the same but the source code will be uploaded at the end, it will depend on @Graf Zahl if he includes it or not and if he needs help, it will be a pleasure helping him, but everything in its due time. -
[Update V2] PSXDOOM / PSXFINALDOOM / DOOM64 on Gzdoom [GEC] Master Edition. DEC 17 2018.
Erick194 replied to Erick194's topic in WAD Releases & Development
Here is a new video about Map04 of Doom 64 Note: I was reading the Retribution's thread. This is not to seek problems here, simply I'm not making any ports for anyone as @Nevander stated to @Blastfrog, I make this for the community because this is a hobby I started 7 years ago, the first Doom 64 I started working on was for ZDoom 2.4 when I didn't know anything about programming. I'm not absolutely against to Doom 64: Retribution, maybe in a not far future, he can make a Pwad with our project if he wants... My only wish when I'm done with this, hope all I have implemented can be implemented for official GZDoom releases. Enjoy the video, more will come in the future. Gracias. -
Simple, GZDoom 2.4, the Doom 64 lighting style uses modern shaders and my PC supports GL_VERSION 2.1.0 GL_SHADING_LANGUAGE_VERSION 1.20 which it wouldn't work on GZDoom 2.4. That's why I dedicated myself to work on the Doom 64 lighting style with the GZDoom 1.8.6. so i decided to update it to 1.9.1. here are the results.
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Yes, it does support it.
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Yes, it is! it is running on a modified GZDoom 1.9.1 which haven't been released yet. We know it as GZDoom [GEC] Master Edition.
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Here are some screenies of map 01 Staging Area edited from Doom 64: Retribution in "GZDoom [GEC] Version" Step by step, Doom 64: Retribution will be taking this perspective but it'll take its time and I'm sure @Nevander will do it.
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Well, actually a fight that makes no sence has been unleashed here. First of all, we all know that GZDoom doesn't have all the DOOM64 features. Those who don't like playing DOOM64: Retribution won't earn anything saying it here, besides even I don't know if all of you will like what I'm doing now and to be honest I'm not worried about it. Keep on with your project, nevander. :)
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Forget about what I posted about the GZDoom I downloaded yesterday. I just downloaded The gzdoom-master, I compiled it and the bug is not there. Checked in gzdoom-g2.4pre-812-g21ecd7 version
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Of course, I understand what you say but if it is not made in this way, the same problem will be there. I also have another alternative, I think there's not much difference The Idea is fixing the bug, right? I just downloaded the gzdoom-g2.4pre-799-g5d3244c version and it is still having the same bug, I think you missed to type GLRenderer->mBuffers->BindCurrentFB(); else if (gl.legacyMode) { GLRenderer->mBuffers->BindCurrentFB(); copyPixels(); }
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Yes, You can use the code, there's no problem. It depends on you.
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This happens to me as well, but seeing the source code I added these lines and it works well. It depends on Graf Zahl wether he wants to add it or not
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No hehe, I'm not a wizard but I like to do things well.
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As Nevander said, here is an example on video:
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I think Fisk is refering to this: In middle texture don't use interpolation color.
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Well, as I said before, there's no problem, but the only thing we could thank you is the GZDoom port which it has given more stuff than any other ports but when I finish my GZDoom version I'm working on, I am very sure everybody can use the new functions for future GZDoom versions.
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My friend, that sentence makes it imposible, but don't worry. There's no problem, I just commented about my possibilities of my GL hardware.
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Congratulations Graf Zahl for having managed what you said as imposible, I see you did it after seeing my video ;) About the Doom 64: Retribution, I'm really eager to see and play it but now this GZDoom version with Doom 64-style colors exists I couldn't be able to enjoy the project totally because I count on OpenGL 2.x not 3.x as this new GZDoom is requiring now and it may cause some problems with OpenGL 2.x users. besides it will not stop me to continue with my Doom 64 in GZDoom Special Edition I'm working on using OpenGL 2.x to implement more stuff. I hope new screenshots or a new trailer about your progress, Nevander. :)
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what are you working on? I wanna see your wads.
Erick194 replied to everennui's topic in WAD Discussion
friend, try this without using inverted commas: "[img]"http://imagizer.imageshack.us/v2/600x450q90/924/fPCiu7.png"[/img]" "[img]"http://imagizer.imageshack.us/v2/604x453q90/924/8N4ttK.jpg"[/img]" "[img]"http://imagizer.imageshack.us/v2/600x450q90/922/3q69wH.png"[/img]" "[img]"http://imagizer.imageshack.us/v2/600x450q90/922/p96AxA.png"[/img]" -
what are you working on? I wanna see your wads.
Erick194 replied to everennui's topic in WAD Discussion
[img][/img] url of the image -
what are you working on? I wanna see your wads.
Erick194 replied to everennui's topic in WAD Discussion
This is one of my projects using the GZDoom engine 1.9.1 with some modifications made by me adding a DOOM64 style to it. The engine hasn't been finishet yet, it will be used for my DOOM64 EX conversion on GZDoom. -
Is there a way to view data in PSX Doom IMG files?
Erick194 replied to Mattfrie1's topic in Doom General
Yes, the file's first 4 bytes are the size of the current chunk but, the offset 0x0C is the lump number of the PSXDOOM.WAD which gives the true size to decompile the lump Example Offsets 00 01 02 03|04 05 06 07|08 09 0A 0B|0C 0D 0E 0F|10 11 12 13|14 15 16 17|18 19 1A 1B Data Off 0x00 | | |Off 0x0C | | |Off 0x18 58 02 00 00|C8 F4 0A 80|08 00 4A 1D|04 00 00 00|24 0C 0F 80|40 06 0F 80|00 03 00 13 chunk size |unk1 |unk2 |lump number|unk3 |unk4 |start | | |PSXDOOM.WAD| | |decode -
Hey there! This is a modified GZDoom version 1.8.10 , not finished, though (prototype). I'm currently working on with the new GZDoom version 2.2.0 to see if it is posiible to add everything you will see in this video. This is for our future planned Doom 64 EX conversion for GZDoom using UDMF format.
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Quasar, first of all, I as the author of the source code, I decide what to do with it as you said and I exposed my objective: is to finish PSX DOOM/Final DOOM on GZDOOM port, that's why I haven't given any clue about the code which has created controversy here. Anyway, it has caught my attention the project you are making, I'd like to know if you want to talk about our projects using PM, maybe you have something we don't and we have something that you don't, it might be a possibility that we can make a PSX DOOM/Final DOOM EX! As I said, I had this secretly two years ago and I just exposed what I have. EDIT: Quasar, when i say "we can make a PSX DOOM/Final DOOM EX" I mean if you want to join us or we can join you if you want. I forgot mention this before.
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Hey, friend Impboy4, you're really excited! we said we could upload a new video hehe, just one from PSX Doom/Final Doom. make a choice! I think Bells of Agony is still echoing your mind, hehe