While comparing Doom's PSX (& PSX Final Doom) and TC version, I noticed some differences that id like to report here:
PSX: When player dies, he should restart from the level's beginning, no weapons (only pistol), no keys, no ammo, no armor.
TC: Last saved game is loaded after player died (with all his weapons, armor and ammos)
PSX (see video at end of post): Chainsaw and fists always shows '0' ammo in status bar.
TC: Ammo field is empty. The '0' is missing.
PSX (see video): Bullets puff are non bright and always colored by sector, except for 'PUFF A'.
Alpha is something around 0.9
TC: Alpha is 0.5, PUFF B and PUFF CD using bright attribute.
After messing with it for an hour, this should match the PSX version: In EXPLOSIVES.TXT->
Actor PSXBulletPuff : BulletPuff Replaces BulletPuff
PUFF A 4 Bright
PUFF B 4
PUFF CD 5
(tc new attributes)
PSX (see video):
- Muzzleflash is always colored by sector.
- Muzzleflash is NOT bright if sector contain a color value but no progressive lightning. (fading light)
- Muzzleflash is bright on other cases (sector without color value, sector with fading light and color value)
TC: Muzzleflash is always bright, and not colored in all cases.
(I hope it is possible to reproduce this muzzleflash's behavior in PSX TC. Without being colored, muzzleflash doesnt fell like playing the PSX version of doom)
(Muzzleflash is colored but NOT bright if sector contain a color value but no progressive lightning)
(Muzzleflash is bright and colored by a sector with fading light and color value)
TC: fading light is sometimes not matching PSX version (see first exit room on Doom II, fade speed it much faster in TC than PSX version.
Also, on PSX version, rocket launcher's secret room should fade from total darkness to full bright, which is not the case on TC version.
PSX:brightness around player
TC: nothing. It seems it can be activated using DOOM in 'Sector light mode' (gl_lightmode 2, see http://zdoom.org/wiki/OpenGL_preferences) But it seems buggy :(
(brightness around player using DOOM in 'Sector light mode'. It seems buggy: too dark... also, restart round or game and the effect is gone... edit: setting is reseted due of lightmode variable into the file ZMAPINFO.TXT. Nervermind)
PSX (see video): Player still can select weapon with empty ammos, then once trying to fire, the weapon is automatically switched to another one.
TC: weapons with no ammo can't be selected anymore.
TC: Clipping in fading light on exit room of map 1 (Ultimate Doom) Can be fixed setting variable gl_light_ambient to 1
PSX (see video): While firing, the dynamic lighting around the player is clearly visible
TC: The lighning is barely noticeable
Video: ePSXe_2012_08_31_04_55_33_199b.XviD.mp3_[CE36A5DA].avi: http://www10.zippyshare.com/v/14406609/file.html
Last edited by byblo on Sep 4 2012 at 09:44