BaronOfStuff Posted November 30, 2013 Works fine for me. Which version of the TC are you using? Have you checked the psxdoom.bat for filename errors? 0 Share this post Link to post
Megamur Posted November 30, 2013 Was the pistol made more powerful in PSX Doom? Or were pistol zombies given less HP? Because it seems like, in this TC, pistol zombies are getting gibbed somewhat commonly by bullets, which never happens in standard PC Doom. 0 Share this post Link to post
RichardDS90 Posted November 30, 2013 Megamur said:Was the pistol made more powerful in PSX Doom? Or were pistol zombies given less HP? Because it seems like, in this TC, pistol zombies are getting gibbed somewhat commonly by bullets, which never happens in standard PC Doom. Same damage, not sure what it is that causes it, but you think that's bad, I once somehow gibbed a zombieman with a non-beserked fist. 0 Share this post Link to post
Megamur Posted November 30, 2013 Maybe they have less health. Or maybe the negative HP value required to gib a zombieman is lesser in the TC? I admit, I don't really have a clue how all that ZDoom monster behavior modification stuff works. 0 Share this post Link to post
BaronOfStuff Posted November 30, 2013 The required negative health for gibbing is only half of the PC version, so it's only -10% to gib a zombieman. Gibbing with a basic fist is relatively common (maximum of 20dmg). 0 Share this post Link to post
Megamur Posted November 30, 2013 I've never seen a pistol zombie get gibbed with a punch or pistol shot outside of the TC. Maybe it's just because I'm a vanilla purist, so I'm much more accustomed to vanilla's random number generator for damage values. ZDoom might make zombie-splosions more common. 0 Share this post Link to post
Dragonsbrethren Posted November 30, 2013 It's not ZDoom, it's a change made specifically for the TC. 0 Share this post Link to post
Megamur Posted November 30, 2013 Dragonsbrethren said:It's not ZDoom, it's a change made specifically for the TC. Ah, I misread that. 0 Share this post Link to post
Devalaous Posted November 30, 2013 iirc, it was done to get PSX behaviour as correct as possible, since zombies could apparantly be gibbed by the pistol. Not that I ever remember that. I would play my Final Doom copy and see if it ever does happen, but modern ports have kind of ruined the original with better controls and speed.. 0 Share this post Link to post
betabox Posted November 30, 2013 For some reason, I do vaguely recall seeing one Zombieman gibbed by another in PSX Doom 0 Share this post Link to post
Captain Red Posted December 1, 2013 Is there a way to re-enable the bullet and blood decals for doom PSX? 0 Share this post Link to post
Avoozl Posted December 1, 2013 I know blood decals only appeared on the switch textures once for some odd reason. 0 Share this post Link to post
Doom_user Posted December 1, 2013 BaronOfStuff said:Works fine for me. Which version of the TC are you using? Have you checked the psxdoom.bat for filename errors? I'm using 2.132. Psxdoom.bat has no filename errors. It hasn't been modified in any way. I'm experiencing the same thing with regular ZDoom as well. The PSX Doom TC will start perfectly in zdoom-2.8pre-220-geb186a5.7z, but then when I try to start it in any of the subsequent svn versions, regular Doom 2 starts. 0 Share this post Link to post
Dragonsbrethren Posted December 1, 2013 Captain Red said:Is there a way to re-enable the bullet and blood decals for doom PSX? You can try opening the PK3 and deleting decaldef.txt, but like Avoozl said there used to be a bug where decals would only show on switch textures, and I'm not actually sure why. The decaldef is really only there to stop that bug, otherwise we'd probably just set cl_maxdecals to 0 in the batch file. 0 Share this post Link to post
ScottGray Posted December 2, 2013 Dragon do you want the cl_maxdecals to 0 in the batch file for the next release? Is there any other levels that the Final Doom Bonus tracks would be good in as well as the last 3 master levels. I can build it into the latest version of Sp00kyFox's PSXTCMUS from OST tool. 0 Share this post Link to post
Dragonsbrethren Posted December 2, 2013 If decals are working right now, we could do that instead of having decaldefs, for the weirdos who like them. I still have no idea what was causing that bug, though, and having decals only work on switch textures is bizarre. 0 Share this post Link to post
Devalaous Posted December 2, 2013 ScottGray said:Dragon do you want the cl_maxdecals to 0 in the batch file for the next release? Is there any other levels that the Final Doom Bonus tracks would be good in as well as the last 3 master levels. I can build it into the latest version of Sp00kyFox's PSXTCMUS from OST tool. You could also make use of the PSX Doom bonus tracks. Aubrey hasn't said if Plague Rats and Suffocate are cut tracks or new things, but I like assigning them to secret levels. Plague Rats sounds like theres noisy bugs flying around, its great in Marshes. Total Lamentation is pretty much an excuse to go crazy with Mt Erebus' track, so has no real history, but I like it on Redemption Denied. 0 Share this post Link to post
ScottGray Posted December 2, 2013 Ragnor Plague Rats and Suffocate are news to me. I bought the soundtrack when it first came out and they weren't included :( Ok so Plague Rats on the Marshes and Suffocate on the The Mansion or Fortress of Mystery? 0 Share this post Link to post
Devalaous Posted December 3, 2013 If you bought the soundtrack you do have the right to the bonus tracks. You just need to message either Aubrey or the bandcamp staff and they'll let you download them free of charge. I bought the Final Doom one before the three bonus tracks were out, and had to do this. Suffocate is a very quiet track, it could go in either. But yeah, Plague Rats is wonderful on Marshes. Sounds like you actually are where the level says you are with the buzzing bugs :p Maybe you could put Total Lamentation on Fear, if its still included, if you want an excuse to use all the bonus tracks. It is a literal bonus track with no real history though, so its not too important. 0 Share this post Link to post
Job Posted December 5, 2013 Is there a Doom Builder config for the PSX Doom TC? If not, are there plans to create one? I've got my video mode just right and have been enjoying the hell out of this thing, no pun intended. 0 Share this post Link to post
Dexiaz Posted December 6, 2013 Job said:Is there a Doom Builder config for the PSX Doom TC? If not, are there plans to create one? I've got my video mode just right and have been enjoying the hell out of this thing, no pun intended. What about "Doom in UDMF"? 0 Share this post Link to post
Job Posted December 6, 2013 DeXiaZ said:What about "Doom in UDMF"? I'll put my ignorance on display here - is there anything else to it besides mapping in UDMF? Are there any other settings, etc that you need to utilize to essentially map for this TC? 0 Share this post Link to post
BaronOfStuff Posted December 6, 2013 Nope. Just load Doom2.wad as the IWAD with PSXDOOM.pk3 as a data resource, and you're set. 0 Share this post Link to post
Job Posted December 6, 2013 Awesome. I'll have to give it a try this weekend. It would be nice for people to start seeing PSX Doom as something you can map for specifically. 0 Share this post Link to post
BaronOfStuff Posted December 6, 2013 Aside from using only the textures/flats found in PSXDOOM.pk3 (F_SKY1 being the exception), things to consider are staying within the guidelines mentioned here, and using these rgb values for sector colouring. There's more to making an authentic-feeling map than just throwing some colour lighting around and using one of Aubrey's PSX Doom music tracks. This post also mentions a decent enough method of checking if your map's geometry would cause horrible slowdown. 0 Share this post Link to post
Devalaous Posted December 9, 2013 To me a PSX-style map is using the textures, lighting, sound and atmosphere. I'd love to see some maps that break free of the height limits of the original as well as the monster limits but still use everything else. 0 Share this post Link to post
Dragonsbrethren Posted December 9, 2013 The height limits are an important part of it to me, too. I actually think the maps play better with Doom's default mechanics when they're shorter. I like Downtown and Industrial Zone more in Lost Levels, I'm kinda kicking myself for not doing the same to The Living End. 0 Share this post Link to post
Devalaous Posted December 9, 2013 Depends on a map-by-map basis of course. Some of the Doom 2 maps felt wrong to me being super short, some felt natural. If I had to choose to keep one of the limitations though, it'd be height over monster variety for sure. 0 Share this post Link to post
D_GARG Posted December 10, 2013 consider that some levels require the supremem ability of PC, its not worth destroying a level to gain the full PSX specs. I remember back in the day that there were some areas in PSX that I didnt understand why they were so crippled down in size, tho I didnt know why back then. 0 Share this post Link to post
betabox Posted December 12, 2013 Alright I finally got a chance to try the PSX Doom TC after an annoying roadblock. To my surprise, the music doesn't work properly. The track for the Williams logo during startup works, but nothing else. I'm using the version of GZDoom provided in ScottGray's link; yeah, it's an outdated version, but the problem is present in multiple versions (including latest) and I think this version is good as reference for now. I tried playing with the sound settings, didn't fix it. 0 Share this post Link to post