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ForrestMarkX

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About ForrestMarkX

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    Warming Up
  1. ForrestMarkX

    PSX Doom/Final Doom TC (Version 2.135 now released!)

    He's not talking about this version. He is talking about my Zandronum port which everyone plays only multiplayer on
  2. ForrestMarkX

    PSX Doom/Final Doom TC (Version 2.135 now released!)

    Updated the PSX Doom Zandronum port Download: http://www.mediafire.com/?9g4el55bkcu7an6 ChangeLog:
  3. ForrestMarkX

    PSX Doom/Final Doom TC (Version 2.135 now released!)

    Fixed the fonts and frags display, how does this look? Download: http://205.196.123.172/t7wa0zo6j5ug/s2e47d6pryxmhzf/PSXDOOMZandro.zip
  4. ForrestMarkX

    PSX Doom/Final Doom TC (Version 2.135 now released!)

    Hmm, I'm unsure how to edit the mainmenu aswell, tried to fix up the the fonts for the Episodes list to stop overlapping and couldn't really get it to work
  5. ForrestMarkX

    PSX Doom/Final Doom TC (Version 2.135 now released!)

    Yeah the text still uses the old scale cause I don't know how to edit fonts in Doom
  6. ForrestMarkX

    PSX Doom/Final Doom TC (Version 2.135 now released!)

    Posted the full thing over at the Zandronum forums, go here for a download and try it out http://zandronum.com/forum/showthread.php?tid=2644
  7. ForrestMarkX

    PSX Doom/Final Doom TC (Version 2.135 now released!)

    I got the hud working and everything how does this look?
  8. ForrestMarkX

    PSX Doom/Final Doom TC (Version 2.135 now released!)

    I'd just use the ACS version but it works in Multiplayer sometimes, and can't be removed when changing the screensize
  9. ForrestMarkX

    PSX Doom/Final Doom TC (Version 2.135 now released!)

    Hmm I see, I apply all that and it still refuses to draw the hudbar texture here is what I got to see if I have anything wrong SBARINFO.txtStatusBar Normal { DrawImage "PSXHUDBAR", 0, 168; }TEXTURES.txtGraphic PSXHUDBAR, 256, 40 { XScale 0.8 YScale 0.96 Patch HUDBAR, 0, 0 } Was forced to use Patch cause Zandronum only supports Patch and nothing else it seems
  10. ForrestMarkX

    PSX Doom/Final Doom TC (Version 2.135 now released!)

    Hmm I'm alittle new with editing huds and using TEXTURES in ZDoom based ports, but I'm guessing I'd do it like this? Texture PSXHUDBAR, 0, 208 { XScale 0.8333 YScale 0.96 Graphic HUDBAR, 0, 0 } Texture PSXHUDKEYS2, 100, 212 { XScale 0.8333 YScale 0.96 Graphic HUDKEYS2, 0, 0 }
  11. ForrestMarkX

    PSX Doom/Final Doom TC (Version 2.135 now released!)

    I got permission from the creator to port this mod over to Zandronum and I have seem to run into a problem with the hud, everything else works fine but the hud doesn't seem to load instead I get nothing but a hall of mirrors effect with it. It only seems to work when I set the y coordinates to the default hud's but this makes it look very small and squished up. I'm thinking it's cause Zandronum doesn't use the version of ZDoom that allows you to use "Resolution" in the SBARINFO file Here is a pic of the problem: Here's the SBARINFO file:// PSX Doom status bar recreation by Dragonsbrethren Height 32; MonospaceFonts true, "0"; MugShot "XDeath" { EXP0 4; EXP1 4; EXP2 4; EXP3 4; EXP4 4; NULL -1; } StatusBar Normal { DrawImage "HUDBAR", 0, 208; DrawNumber 3, BIGFONT, Untranslated, Ammo1, 39, 212; DrawNumber 3, BIGFONT, Untranslated, Health, 82, 212; DrawNumber 3, BIGFONT, Untranslated, Armor, 179, 212; /* PSX Doom has "combined" key icons in multiplayer by displaying the skulls on top of the cards */ DrawSwitchableImage keyslot 1, "", "HUDKEYS2", 100, 212; DrawSwitchableImage keyslot 2, "", "HUDKEYS0", 100, 220; DrawSwitchableImage keyslot 3, "", "HUDKEYS1", 100, 228; DrawSwitchableImage keyslot 4, "", "HUDKEYS5", 102, 212; DrawSwitchableImage keyslot 5, "", "HUDKEYS3", 102, 220; DrawSwitchableImage keyslot 6, "", "HUDKEYS4", 102, 228; DrawMugshot 5, XDeathFace, 118, 210; GameMode deathmatch, teamgame { /* Offsets guessed from YouTube video - the "FRAG" text is not lined up with the other status bar text for some reason */ DrawImage "HUDFRAG", 208, 229; DrawNumber 3, BIGFONT, Untranslated, Frags, 234, 212; } GameMode cooperative, singleplayer { DrawImage "HUDARMS", 200, 213; /* Acquired weapons are drawn based on their inventory item rather than slots - this is so the slots don't need to be shifted from their PC defaults to replicate the PSX bar's numbering. */ DrawSwitchableImage PSXShotgun, "", "HUDNUM3", 230, 215; DrawSwitchableImage PSXSuperShotgun, "", "HUDNUM4", 243, 215; DrawSwitchableImage PSXChaingun, "", "HUDNUM5", 204, 227; DrawSwitchableImage PSXRocketLauncher, "", "HUDNUM6", 217, 227; DrawSwitchableImage PSXPlasmaRifle, "", "HUDNUM7", 230, 227; DrawSwitchableImage PSXBFG9000, "", "HUDNUM8", 243, 227; // Handles drawing the box around the selected weapon. IsSelected PSXFist, PSXChainsaw { DrawImage "HUDWEAP", 199, 212; } IsSelected PSXPistol { DrawImage "HUDWEAP", 212, 212; } IsSelected PSXShotgun { DrawImage "HUDWEAP", 225, 212; } IsSelected PSXSuperShotgun { DrawImage "HUDWEAP", 238, 212; } IsSelected PSXChaingun { DrawImage "HUDWEAP", 199, 224; } IsSelected PSXRocketLauncher { DrawImage "HUDWEAP", 212, 224; } IsSelected PSXPlasmaRifle { DrawImage "HUDWEAP", 225, 224; } IsSelected PSXBFG9000 { DrawImage "HUDWEAP", 238, 224; } } } // ZDoom's fullscreen HUD with the PSX font. statusbar fullscreen, fullscreenoffsets { drawimage "MEDIA0", 20, -2, centerbottom; drawnumber 2147483647, BIGFONT, untranslated, health, drawshadow, 73, -20; drawimage armoricon, 20, -24, centerbottom; drawnumber 2147483647, BIGFONT, untranslated, armor, drawshadow, whennotzero, 73, -39; drawimage ammoicon1, -14, -4, centerbottom; drawnumber 2147483647, BIGFONT, untranslated, ammo1, drawshadow, -25, -20; usesammo { usessecondaryammo { drawimage ammoicon2, -14, -22, centerbottom; drawnumber 2147483647, BIGFONT, untranslated, ammo2, drawshadow, -25, -38; inventorybarnotvisible { drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, BIGFONT, -14, -39, -26, -56, untranslated; } } usessecondaryammo not { inventorybarnotvisible { drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, BIGFONT, -14, -21, -26, -38, untranslated; } } } usesammo not { inventorybarnotvisible { drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, BIGFONT, -14, -3, -26, -20, untranslated; } } gamemode deathmatch { drawnumber 2147483647, BIGFONT, untranslated, frags, drawshadow, -3, 1; } gamemode singleplayer, cooperative, teamgame { drawkeybar 100, vertical, reverserows, auto, -12, 2, 0, 3, 12; } }
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