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About fenderc01

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  1. Hey everyone. Just a heads up that I received a DMCA copyright notice for PSXDOOM_BETA3_FULL.ZIP, so apparently someone at Sony is aware of this project. I don't know if we find somewhere safer to host this than MediaFire, but I thought I'd let everyone know what's up.
  2. I started converting Chasm a long time ago, but never finished. It's up for grabs for someone to finish or start from scratch. Either way, here it is: http://www.mediafire.com/download/8gysh4z59aigh1g/PSXCHASM.ZIP
  3. I updated the files on my MediaFire account so they are all zipped now. Hopefully they won't get blocked again.
  4. Incorporated ScottGray's map fixes... PSXDoom_2.131.zip
  5. Make sure you are using the latest version of everything. If you still have the problem, start with a clean folder and install everything to that folder. I tested from a clean install and was not able to replicate the problem you described.
  6. I don't know if you can. You could just recreate the save manually by using cheats to warp to the map you were on and add the weapons and ammo you had before. I think the plan is to create an add-on with all of the new maps that works on top of the existing maps.
  7. I am now hosting all of the files in one place: http://www.mediafire.com/psxdoomtc
  8. I found a bug and uploaded the fix. Killing the barons on MAP08 didn't lower the wall, but does now. Version 2.11: http://www.mediafire.com/?68h213l8ca8u37d
  9. I included Fear to fill in the missing MAP60 spot. It seemed like a good fit since it is a secret level to begin with and it is accessed in the same way as the PC version. If the general consensus is to remove it, I don't see a problem with that, but I really don't see the harm in leaving it either. If BaronofStuff has something in the works, we can always use that too. I agree with having all of the download links on the first page. I think having Nightmare included would be a welcome addition. I don't think it would ruin the experience for people who choose not to use it. While I don't agree with PS1 Doom being too dark, I do agree that the TC can be too dark on certain monitors. So far, the only easy solution I know of is to turn off "fog mode" and increase the "gamma" and "brightness". Getting rid of the darkness completely would take away from the atmospheric aspect of the PlayStation version.
  10. PSX Doom/Final Doom TC 2.1 Release Candidate This could be the possible next release. Please look things over and comment. http://www.mediafire.com/?x56ix6159plkat2 Changes I made: -Converted all maps to UDMF -Enabled DM for reverb effects (untested) -Added player 3 and 4 starts to maps -Fixed reverb effects (correct effects used, boundaries added/changed) (Final Doom on PlayStation seemed to have reverb effects applied carelessly, so I took so liberties at changing placements from the PSX version) -Converted all colored lighting to "lightcolor" property -Fixed light fades (timings may not be exact) -Cleaned up file organization, ACS code, text lumps -Added E4M9 from PC as MAP60 (secret exit from MAP25, same as PC Doom) -Intermission text timings and code clean up -Moved status bar down 8 units -Took missing area back out from Unholy Cathedral. The door that opens, disappears into the sky and it just doesn't look right. -Updated PSXDOOM.BAT and README.TXT -Misc bug fixes I'm sure I missed some things here EDIT: I should also note that I changed the default "Ambient Light Level" to 1 because anything higher than 1 causes the light fades to not look right. If you need to brighten the game up, I recommend using the gamma controls.
  11. I never included those sounds because I was never a fan of them. EDIT: If you haven't already checked out Doom64 EX, you should do so. It is the successor to Doom64 TC and is more faithful for the source material. http://doom64ex.wordpress.com/ EDIT2: I fixed what I consider to be a bug on Nirvana, where you can squeeze past the yellow and blue doors.
  12. There shouldn't be any filtering if you run the included batch file. EDIT: I take that back. It was like that in the past.
  13. I don't have a problem with it, although I think it should be kept separate. EDIT: I didn't realize it was released so recently. I'm going to agree with Dragonsbrethren on this one.
  14. I'm in the process on fixing some bugs in the original 59 levels and converting them to UDMF. I came across something on MAP03 (Toxin Refinery) in the room with the blue key. On the PC version, when you got the blue key, the light in the room dimmed. On the PSX version, this was left out. I noticed that the linedef action to dim the lights is actually there in the PSX version, but is not tied to a sector. Do I fix this or leave it the way it is?
  15. I don't use the analog sticks. I set all the axis to "NONE". As for the screen being off centered, I'm not sure about that.