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[GEC] Master Edition PSX Doom for the PlayStation. Beta 4 Released [11/16/2022]


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7 hours ago, Wavy said:

 

 

I undertand that the goal of the project is to merge The Master Edition with PSX Doom and Final Doom at the end but I'm curious if there's a way that I could add maps in Beta 4 now since PSXMPINF is a thing.

 

If there isn't, then I'm more than fine just to wait on the completed version.

That would be taking one of the maps from the original games and using a tool to add them and then adding that information in the PSXMPINF. 

Erick must know about this better than I do. You can ask him personally. 

 

Regarding the completed version, we already have the map progression done when that happens. 

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4 hours ago, Muusi said:

Congrats to the GEC team for the release of Beta 4! My weekend is gonna be awesome👏

Thanks a lot! Even though we internally applied some changes in some maps, the mappers team have done a good job as well. 

Enjoy! 

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5 hours ago, Gerardo194 said:

That would be taking one of the maps from the original games and using a tool to add them and then adding that information in the PSXMPINF. 

Erick must know about this better than I do. You can ask him personally. 

 

Regarding the completed version, we already have the map progression done when that happens. 

I suggest to name the compilation of new and original maps “Definitive Edition”, otherwise terrible confusion will occur between the versions with original maps and without them. I remember Master Edition is also called source port based on GZDoom (later correctly DZDoom) and it disappointed me.

Edited by riderr3

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1 hour ago, Vita93 said:

The Wiki is still on the previous version.

Updated some details, but I might have missed something. Also, map order for Beta 4 is absent.

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3 hours ago, riderr3 said:

I suggest to name the compilation of new and original maps “Definitive Edition”, otherwise terrible confusion will occur between the versions with original maps and without them. I remember Master Edition is also called source port based on GZDoom (later correctly DZDoom) and it disappointed me.

Thanks for the suggestion. Appreciated. 

But if there were a new name for the compilation, that will depend on Erick only.

And the GZDoom version we made is the original Master Edition.

Edited by Gerardo194

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5 hours ago, DoodlesGDX said:

when the merge happens, will users be required to own the PSX Doom and PSX FInal Doom roms, or will it be included in the master edition?

We are still considering that.

We'll let you know when we're ready. 

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Has anyone tried this with MiSTer? When I do, the CD tracks are not correct. It works fine with ePSXe though. 
 

Beta 3 did not have the issue. 
 

Update: The following got it working for me:
1. Open PSXDOOM_BETA_4.cue with a text editor

2. Remove the line with PREGAP 00:02:00

3. Convert the bin/cue to chd with chdman.exe

4. Copy the chd file over to the MiSTer

 

Edited by fenderc01

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Sigil is pretty chuggy in places and this is on HNTR; another optimisation pass is ideally needed over this before final release. It looks great though

 

PSX DOOM Master Edition, Sigil E5M1 running around 12fps

Edited by Kroc
12, not 15fps

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19 minutes ago, RonLivingston said:

Am I allowed to add more then 1 map in my own PSXDoom Beta using the new tool and project v4?

Nope, not yet. 

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How does sector special 11 work in PSX Doom? I played through Plutonia Map 11 (Hunted) and took the chamber with 4 archviles, but the level didn't end upon me losing all the health. I can assume, the level ends if the player dies of sector's hazard damage, but what if it happens any other way?
 

Spoiler

 


@DynamiteKaitorn Does the map use this effect or it's plain "-20% damage" effect?

Edited by Dimon12321

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There's a few things I'd like to suggest:

  • Secret sound / message
  • Time, kills, items, secret count somewhere. (map screen? / hold-to-show statusbar?)
  • Holding both strafe buttons should lock the player's direction (as it does when you hold X, default controls)

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Just in case anyone on here doesn't know ...

 

I can confirm the PSP version of Beta 4 works on Adrenaline on PlayStation Vita / PlayStation TV.  The way a PSTV runs PS1 games is almost native due to PS1 / PSP having the same CPU type.  Adrenaline has state saving, allowing you to save where you are.

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44 minutes ago, Kroc said:

There's a few things I'd like to suggest:

  • Secret sound / message
  • Time, kills, items, secret count somewhere. (map screen? / hold-to-show statusbar?)
  • Holding both strafe buttons should lock the player's direction (as it does when you hold X, default controls)

PSXDoom has that T/K/I counter.

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1 hour ago, Kroc said:

There's a few things I'd like to suggest:

  • Secret sound / message
  • Time, kills, items, secret count somewhere. (map screen? / hold-to-show statusbar?)

On the one hand, it would be useful for someone. And the other... It was not in DOS Doom. And also adding any additional stuff will consume game memory and potentially can reduce the framerate.

Let this leave in the thought of GEC (maybe these ticks can be put in the "extra settings" and can be enabled later).

 

And this does not confuse controls if you turn and strafe at the same time?

Quote

Holding both strafe buttons should lock the player's direction (as it does when you hold X, default controls)

I hope all additional features will be in the "extra settings" and will be disabled by default.

 

17 hours ago, Gerardo194 said:

Nope, not yet. 

I agree this still be limited for 1 map, but we still waiting tools update and then update/optimize some maps. Those tools are outdated like 3 or more years.

Edited by riderr3

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1 hour ago, Vita93 said:

I can confirm the PSP version of Beta 4 works on Adrenaline on PlayStation Vita / PlayStation TV.  The way a PSTV runs PS1 games is almost native due to PS1 / PSP having the same CPU type.  Adrenaline has state saving, allowing you to save where you are. 

 

Thanks for testing, I only have a PSP, but I've heard that running on Vita and PSTV are not difficult.

 

41 minutes ago, riderr3 said:

And this does not confuse controls if you turn and strafe at the same time?

 

I meant holding BOTH strafe buttons at the same time; in which case locking the player's direction would be useful (try holding X and moving about). This is coming from playtesting on PSX via DuckStation with controller and on PSP; but it's just a suggestion. The idea is that it's easier to hold both shoulder buttons than switching to a face-button; at least in my case where I prefer to put use or shoot on X

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I just want to say congrats on getting this 4th beta out. Really cool to actually play this on my PS1 with dual analog support and have over 100 levels to go through. Now I'm not sure if it would be possible but I am wondering if the default controls can be changed in the next beta for the analog sticks support. It is a bit of a nuisance having to remap the controls every time I start the game up. I like have shoot mapped to R2, Run mapped to L2, Previous and Next weapon mapped to L1 & L2 and Open mapped to X. Strafe Left, Strafe Right and Strafe On mapped to Square, Circle and Triangle. Also maybe disable the Y axis on the mouse, so the Doomguy doesn't accidentally move forward. The framerate does get choppy in some areas, but I went it expecting that cause the original game didn't have great framerate all the time either. I'm really looking forward to the final release and having these community made cut levels integrated in with the original PSX Doom levels.

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5 hours ago, Dimon12321 said:

How does sector special 11 work in PSX Doom? I played through Plutonia Map 11 (Hunted) and took the chamber with 4 archviles, but the level didn't end upon me losing all the health. I can assume, the level ends if the player dies of sector's hazard damage, but what if it happens any other way?
 

  Hide contents

 


@DynamiteKaitorn Does the map use this effect or it's plain "-20% damage" effect?

Huh... surprised I never noticed... >_>

Also I never added nightmare archies to map 11. Honestly, makes the map better with them. XD

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5 hours ago, Dimon12321 said:

How does sector special 11 work in PSX Doom? I played through Plutonia Map 11 (Hunted) and took the chamber with 4 archviles, but the level didn't end upon me losing all the health. I can assume, the level ends if the player dies of sector's hazard damage, but what if it happens any other way?
 

  Reveal hidden contents

 


@DynamiteKaitorn Does the map use this effect or it's plain "-20% damage" effect?

I suspect that it's doing the check like PC Doom does - that is, when Doomguy's feet are on the floor. So theoretically, if he is thrown up in the air and then killed, it will never process its check.

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9 hours ago, Dark Pulse said:

I suspect that it's doing the check like PC Doom does - that is, when Doomguy's feet are on the floor. So theoretically, if he is thrown up in the air and then killed, it will never process its check.

On PC version, the player's health cannot drop below 1 HP if he is within a sector area where this effect is applied and when he touches the floor, the level ends.

decino confirms this behaviour (3:18):
"In the code that handles dagaming entities, there's a special condition here if the player is inside a death exit sector. If the player is, then never drop the health below 1%, essentially ensuring that player doesn't die when using the death exit."  
 

Spoiler

 

 

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