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intacowetrust

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  1. intacowetrust

    PsyDoom 0.8.0 - PSX Doom port (reverse engineered) for PC

    Correct. PsyDoom allows arbitrarily tall sectors without texture stretching for both the Vulkan and classic renderers. It's possible to get the original stretching behavior for the classic renderer (only) however, but only if you do a custom non limit removing build. Hey @Marty2Doom PsyDoom doesn't support this feature intentionally, sorry.
  2. intacowetrust

    PsyDoom 0.8.0 - PSX Doom port (reverse engineered) for PC

    Someone needs to absolutely record this... :D Would this be for players with Epilepsy? While I appreciate the desire to make the game more accessible, I'm not sure I would feel comfortable in advertising or suggesting the game as safe for players with this condition - even with strobe or flickering lights removed. There might be lots of other things like sudden changes in scenery or light levels caused by teleporters, Chaingunners flickering on and off in the dark when firing, sudden explosions etc. that might be potential issues for photosensitive people. There are plenty of other non-photosensitive triggers to consider too, like stress and loud noises... I'll admit to knowing very little about the condition but I think a fast paced FPS like Doom might not be the safest of games to play, even if all lighting is removed and fullbright mode is constantly activated.
  3. intacowetrust

    PsyDoom 0.8.0 - PSX Doom port (reverse engineered) for PC

    That's correct. I avoided supplying this as an extra file in the PsyDoom repository just as a precaution (in case there are complaints) but it's easy enough to create this WAD for custom maps. You just need to add in the 'S_START' and 'S_END' markers, copy in the required enemy sprite lumps from DOOM2.WAD and then batch convert them all to the PSX texture format using the latest Slade betas. Thanks for answering that question! Yeah the non-limit removing custom build should get you much closer to the PSX limits. There are still things that can't accurately be reproduced in PsyDoom however such as frame-rate/performance and also main RAM usage. Because PsyDoom is a 64-bit program certain data structures in the game become bigger and more memory must be allocated to compensate for this. My compensation for this is overly generous, in order to keep the game working. If you want to be absolutely sure you stay within the PSX limits and get an acceptable level of performance then an emulator is probably what you need. After interpolation for enemies and sectors, this will probably be the next thing I will look at.
  4. intacowetrust

    PsyDoom 0.8.0 - PSX Doom port (reverse engineered) for PC

    @Chris0neilson just committed a fix which will be in the next build. The change will allow you to override existing flats and textures using PSXDOOM_EXT.WAD. Here's Underhalls with some of the walls, the floor and the armor bonus sprites replaced to test:
  5. intacowetrust

    PsyDoom 0.8.0 - PSX Doom port (reverse engineered) for PC

    Thanks for confirming @Chris0neilson I will investigate more - perhaps there is an issue with texture overrides. I've been mostly using new textures to test so perhaps a bug slipped through. Here's an example scene with new stuff from OTEX:
  6. intacowetrust

    PsyDoom 0.8.0 - PSX Doom port (reverse engineered) for PC

    PsyDoom doesn't use or need that lump anymore to make modding easier. For the PSX engine all that 'TEXTURE1' contains is just duplicate header information (size, sprite offset) for each texture in the game, so the engine knows what size everything is before actually loading it. I found ways to avoid the need for this however. Just a thought, I noticed your wad file ends with lowercase '.wad' - can you try uppercasing to '.WAD' to see if that works? Perhaps there is a case sensitivity issue that needs to be fixed.
  7. intacowetrust

    PsyDoom 0.8.0 - PSX Doom port (reverse engineered) for PC

    On a gamepad you need to press 'start' (pause) followed by 'select' (menu back/map) in order to access the main menu - same as the original PlayStation bindings. There should be no need for a keyboard once you're in the game, there are control bindings for the PSX classic controller for example. Hi @MarcoDoom80 any more details on the error/issue you're seeing? Final Doom should be working fine, I tested with it just before this build was put out.
  8. intacowetrust

    PsyDoom 0.8.0 - PSX Doom port (reverse engineered) for PC

    Hello @Chris0neilson are your texture lumps in the PlayStation Doom 'Graphic (PSX)' format? All flats and textures for PSX Doom need to be in this format. You'll need the very latest beta version of Slade also to convert into this format, as the feature was only added recently. Here's a link to the current latest build: https://slade.mancubus.net/files/3.2.0_beta/slade_3.2.0_b3_x64.7z
  9. intacowetrust

    PsyDoom 0.8.0 - PSX Doom port (reverse engineered) for PC

    Unfortunately a lot of the limits are decided at compile time, making them runtime switchable would be very painful in many cases. If you are building PsyDoom from source however you can disable a lot of the limit removing changes by unchecking this option in CMake: I don't distribute such builds officially however because the preference is to just have everything work out of the box and avoid confusion. Thank you very much for making these updates, much appreciated! :)
  10. intacowetrust

    PsyDoom 0.8.0 - PSX Doom port (reverse engineered) for PC

    Thank you! Hoping this opens up a few more possibilities for modding and extending PSX Doom. Yeah that's correct, the 'MAPINFO' lump along with most of the other new lumps (except 'SCRIPTS') must be in a main IWAD file. This can either be a modified version of the original 'PSXDOOM.WAD' or (preferably) one of the 2 current 'extension' IWADs searched for by PsyDoom, 'PSXDOOM_EXT.WAD' or 'PSX_MISSING_ENEMIES.WAD'. More on this here: https://github.com/BodbDearg/PsyDoom/blob/d5510debcad08c50777e4257936e20da033ebc0a/docs/PsyDoom Modding Overview.md#Extension-IWADS
  11. intacowetrust

    PsyDoom 0.8.0 - PSX Doom port (reverse engineered) for PC

    Yeah the aim of it is to give the PSX engine some of the same capabilities that the Doom 64 macro system has. It's mainly intended for scheduling a series of line specials (with delays in between) or multiple specials to happen at once, providing more flexible ways to modify sectors and that sort of thing. The scope is deliberately limited to those use cases. PsyDoom doesn't actually care where the lump is in the map WAD, it's just for the benefit of PSX Doom Builder (from the GEC ME project) which will not recognize the map format unless it's placed at that position. Perhaps this restriction can be lifted in future for PSX DB, however... I think I'd prefer to keep the scripts in a separate (and appropriately named) lump rather than repurposing and changing the meaning of an existing marker lump.
  12. intacowetrust

    PsyDoom 0.8.0 - PSX Doom port (reverse engineered) for PC

    The 0.8.0 release has just been put out on GitHub! It can be obtained from the usual place, on the 'releases' page: https://github.com/BodbDearg/PsyDoom/releases This release focuses mainly on expanding the engine's capabilities for modding, removing limits and so on. Outside of this however there are still a few tweaks, bug fixes and other improvements that will be of interest to everyone. Here is the list of things which have changed: Feature changes & improvements Expanded the available VRAM for the game from 1 MiB to a maximum of 128 MiB (the default). Greatly expanded the amount of main RAM available to the engine; it's now 64 MiB by default (up from around 1.3 MiB). This can also be increased further via config settings, if needed. Added support for any power of two texture size for walls and flats from 2x2 up to a maximum of 1024x512. Previously only wall textures with pixel widths 16, 64 and 128 were possible. Previously only 64x64 pixel flats were allowed. Classic renderer: now allowing up to 8192 sprites (instead of 64) to be drawn per subsector. Removed all limits on: The maximum map lump size (was 64 KiB). The maximum number of flats in a map (was 16). Classic renderer: the number of draw subsectors (was 192). Classic renderer: the amount of geometry that can be clipped (was 20 edges and 32 vertices max). The number of scrollable lines (was 32). The number of moving floors (was 30). The number of moving ceilings (was 30). The number of specials that can be triggered in one frame by crossing lines (was 8). The number of switches that can be activated at once (was 16). The maximum size of the music sequencer's .WMD file (was around 70 KiB in previous builds). Implemented Doom 64 style dual colored lighting. Due to the need for binary map format compatibility, the feature is slightly more limited than D64. However it does have additional tweaks & controls available that aren't found in the D64 engine. Implemented the ability to have floor skies. Implemented a new 'invisible/ghost' platform flag for sectors. This makes the sector render as if it's floor height is the same as the lowest sector floor height around it. Can be used to make invisible platforms, like the 'self-referencing sector' technique for the PC engine. Implemented support for a new 'MAPINFO' lump to allow user maps and episodes to be named etc. See PsyDoom's modding docs for more details. Implemented the ability to add custom animated textures and flats via the 'PSYFANIM' and 'PSYTANIM' lumps. Added the ability to define new switch types via the 'PSYSWTEX' lump. Implemented a simple 'DECORATE' style lump for adding new (non-interactive) decor sprites. Implemented the ability to use Lua for scripted line and sector specials. Scripts allow more control over specials and for elaborate sequences of events to be scheduled. See PsyDoom's modding docs for more details. Implemented the ability to adjust floor and ceiling texture offsets via scripting. Can be used to do scrolling effects. Reimplemented the following missing enemies/things from PC Doom II: Arch-vile (now DoomEd number '91' for PSX). Wolf-SS. Commander Keen. All 'Icon Of Sin' related things. Reimplemented the following missing line specials from PC: 131 & 132: 'raise floor turbo' switch, once and repeatable. 130 & 129: 'raise floor turbo' line cross trigger, once and repeatable. 128: repeatable 'raise floor to nearest' line cross trigger. Reimplemented the following sector specials missing from PC: 11: E1M8 style 'death' exit Made the 'Texture Cache Overflow' error a non-fatal warning. Graphical corruption may still happen when this situation arises, but using a warning allows the game to recover. Implemented an optional on-screen stat counter that can show kills, secrets and item stats. This can be toggled in the 'Extra Options' menu. Added logic to de-duplicate and merge identical sounds played at the exact same time to keep audio levels under control. Removed the use of the 'TEXTURE1' and 'SPRITE1' lumps by the engine. This makes adding new textures and sprites much easier. Instead use the size and offset info in the texture header. Now generating the list of sprites in the game based on main WAD contents rather than hardcoding. Allows new lumps to be added to main game IWADS without breaking the lump numbers in the sprite list. Also allows new sprites to be more easily defined. Lua: add the ability to have an external camera viewing something for a brief period. Useful for showing the result of using a switch etc. Define new hint flags to specify whether a sky wall should be drawn above a 2-sided linedef. Allows the mapper to control the behavior and fix certain problem cases if required. Vulkan renderer: allow lower and upper walls to extend past sector floors and ceilings. Allows certain special effects to be achieved when used in conjunction with sky floors or ceilings. In order to support this change renderer batching must be broken in some (rare) situations. This change also makes the renderer behavior/results more consistent with the classic renderer. Added PsyDoom specific generic marker things, intended for use in scripting. Overhauled WAD management to allow for more than one main IWAD. PsyDoom will now load 'PSXDOOM_EXT.WAD' and 'PSX_MISSING_ENEMIES.WAD' from the mod directory specified via the '-datadir <MY_DIRECTORY_PATH>' command line argument. The user can also manually add extra IWADs via the '-file <WAD_FILE_PATH>' program argument. For more on all this, see PsyDoom's modding documentation. Limit removing: allow sprites with odd widths to be used (normally these would display corrupt). Level loading: now handling missing textures more gracefully. Missing textures are replaced with a default and a warning is issued after level startup. Tweaked audio compression further to reduce the amount of compression. Should now only activate when sounds get really loud. Vulkan renderer: add a (default enabled) tweak that brightens automap lines to compensate for them appearing perceptually darker, due to their thinness at high resolutions. This tweak is required due to a correction made to the automap line colors for both renderers. Previously they were over bright for both renderers due to a bug, so dimness not an issue. File overrides mechanism: make file name matching case insensitive. Add a developer cheat to automatically re-load a map 'in-place' when it has changed. This reloads the map but preserves player position and view angle. Useful for quickly previewing changes. Bug fixes Fix a bug where sometimes sound would not work on startup. Original bug: fix bullet puffs not appearing sometimes when shooting certain walls outdoors. Original bug: LCD Loader: fix a bug that could sometimes cause sounds to be cut short. This bug can be observed on Final Doom MAP28 (Baron's Lair) with the Revenant's pain sound being cut short. Automap: fix some colors being slightly incorrect versus how they appear in the original PSX game. Windows: fix the game (unintentionally) running at lower resolutions when the Windows display scale is not at 100% (thanks @aybe!) Original bug: fix the 'House Of Pain' hidden door bug by applying a map patch. Fix music in Doom MAP04 having notes that are slightly off; fix a slight difference in pitch calculations versus the original game. Fix lights in a room not going fully out in Final Doom MAP08, Minos, after collecting the Super Shotgun. Final Doom MAP23 (Ballistyx): fix the altar ceiling hole not being see through and fix some outer walls dissapeering in the yellow key cage area. MAP47 The Citadel: fix not being able to see over the small starting hut even though it is lower than other buildings. Original bug: fix numeric overflows in the line-of-sight calculations that would sometimes cause enemies to not see the player. These overflows occurred when sector floor and ceiling heights differed greatly. Fix a strange sound playing when returning from the finale to the main menu. Fix the item bounding box display in the VRAM viewer. Fix view height interpolation being broken when a platform underneath the player is moving but the player is not touching it. Fix the engine crashing without explanation if certain required/non-optional textures are not found. Instead issue an error explaining what is wrong. Tweak the rocket blast fix to the correct forces applied in some situations and to try and ensure the explosion is always rendered. Original bug: fix certain 'raise platform' actions not fully finishing when the target floor height was reached. This bug would prevent further specials from being executed on sectors, because movers were still regarded as 'active'. Classic renderer: fix invalid handling of textures that are uncompressed for wall segment rendering (resulted in crashes). Classic renderer: fix numerical overflows in sky wall rendering in some cases when really close to sky walls that are very high overhead. Classic renderer: fix numeric overflows in extremely tall maps with far offscreen walls. Vulkan renderer: fix flickering when sprites are placed at exactly the same location. Vulkan renderer: fix a slight error in setting up texture wrapping for the sky (could affect custom skies). Final Doom: fix the revenant missile fire sound sometimes playing upon reaching the MAP30 finale. Audio tools fixes and error handling tweaks: LcdTool: show more info when there is a sample size mismatch with the WMD when building the LCD file. Fix the handling of implicit blocks in the VAG file. Need to be aware of the file size and zero any blocks that are not in the file.
  13. intacowetrust

    PsyDoom 0.8.0 - PSX Doom port (reverse engineered) for PC

    Thank you for reporting this issue! You are indeed correct; I double checked PsyDoom against the Avocado emulator and there was some discrepancy with the line colors on the automap. Turns out there was a slight bug with the handling of color values for untextured geometry that was affecting the automap. This should be fixed in the next build.
  14. intacowetrust

    What'dya Prefer? MP3s or Midis in Maps

    And just on that point, here's the PSX music being rendered in a modern DAW (FL Studio): https://www.youtube.com/watch?v=NvhApHFtSs0 The initial step towards getting it into this format involves doing exactly what @Gez said - converting the tracks to general MIDI before importing into FL Studio. Using the original samples and instruments that are setup to behave like the original PSX voices yields a performance very similar to what is experienced in-game.
  15. Also worth mentioning that the 286 is a 16-bit CPU but Doom makes heavy use of 32-bit instructions which were only available on the (32-bit) 386 and later. The 286 didn’t have the instruction set or necessary ALU bit width to be able to execute Doom natively.
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