Chris0neilson Posted July 14, 2021 Texture on psxdoom_ext.wad not working 0 Quote Share this post Link to post
Lollie Posted July 16, 2021 (edited) This update is a wild one, I never expected any amount of Lua support! Doom 64-style gradient lighting is fun too, really hope map-makers take advantage of these features. Seeing that limits have been raised/removed, is there a way to warn/log when a map exceeds PSX Doom limits? Maybe via a command line option? Edited July 16, 2021 by Lollie 2 Quote Share this post Link to post
Impboy4 Posted July 17, 2021 On 7/16/2021 at 2:46 AM, Lollie said: Seeing that limits have been raised/removed, is there a way to warn/log when a map exceeds PSX Doom limits? Maybe via a command line option? No there isn't which is why we need something like that in the map editor. 1 Quote Share this post Link to post
Redneckerz Posted July 18, 2021 @intacowetrusti have updated the wiki page with the new changes. Interesting to see PsyDo become a limit-removing port! 0 Quote Share this post Link to post
TasAcri Posted July 18, 2021 I can't find a way to map the "start" button of the gamepad to bring the menu instead of pause. Tried to set it up in the config but it doesn't work. As a result, the game absolutely needs a keyboard nearby. 0 Quote Share this post Link to post
MarcoDoom80 Posted July 19, 2021 hi, when i copy the final doom cue the psy doom don't work!!! only doom cue work.... 0 Quote Share this post Link to post
intacowetrust Posted July 19, 2021 On 7/15/2021 at 11:46 PM, Lollie said: Seeing that limits have been raised/removed, is there a way to warn/log when a map exceeds PSX Doom limits? Maybe via a command line option? 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. On 7/18/2021 at 2:10 AM, Redneckerz said: @intacowetrusti have updated the wiki page with the new changes. Interesting to see PsyDo become a limit-removing port! Thank you very much for making these updates, much appreciated! :) 1 Quote Share this post Link to post
intacowetrust Posted July 19, 2021 On 7/14/2021 at 6:40 AM, Chris0neilson said: Texture on psxdoom_ext.wad not working 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 0 Quote Share this post Link to post
intacowetrust Posted July 19, 2021 On 7/18/2021 at 3:59 AM, TasAcri said: I can't find a way to map the "start" button of the gamepad to bring the menu instead of pause. Tried to set it up in the config but it doesn't work. As a result, the game absolutely needs a keyboard nearby. 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. 10 hours ago, MarcoDoom80 said: hi, when i copy the final doom cue the psy doom don't work!!! only doom cue work.... 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. 1 Quote Share this post Link to post
Chris0neilson Posted July 19, 2021 (edited) 3 hours ago, intacowetrust said: 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 Yes. Texture lump. Replace wall and flat. Edited July 19, 2021 by Chris0neilson 0 Quote Share this post Link to post
intacowetrust Posted July 19, 2021 48 minutes ago, Chris0neilson said: Where is texture1.lmp? 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. 0 Quote Share this post Link to post
Chris0neilson Posted July 19, 2021 (edited) Yeah. Replace wall and flat. still not working. But replace texture working on psxdoom.wad. Edited July 19, 2021 by Chris0neilson 0 Quote Share this post Link to post
intacowetrust Posted July 19, 2021 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: 4 Quote Share this post Link to post
intacowetrust Posted July 20, 2021 @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: 4 Quote Share this post Link to post
Wavy Posted July 20, 2021 Now to think, I might put my Doom 64 "remake" on hold and make an upgraded version of PSX Doom with the original maps and textures, as well as gradient lighting! Also, where do I find PSX_MISSING_ENEMIES.WAD? Do I need to make it myself from sprites from the Doom 2 IWAD? 1 Quote Share this post Link to post
Chris0neilson Posted July 20, 2021 1 hour ago, intacowetrust said: @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: Nice. replace texture. and add texture. 2 Quote Share this post Link to post
MarcoDoom80 Posted July 20, 2021 10 hours ago, intacowetrust said: 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. ''a fatal error has occurred'' (Couldn't open or failed to parse the game disc.cue file 'doom.cue') There is a something wrong? i upload the images Thank you for the reply 0 Quote Share this post Link to post
Impboy4 Posted July 20, 2021 16 hours ago, MarcoDoom80 said: ''a fatal error has occurred'' (Couldn't open or failed to parse the game disc.cue file 'doom.cue') There is a something wrong? i upload the images Thank you for the reply PsyDoom comes with a shortcut to configuration files - use that, locate game_cfg.ini and open it You now want to locate this: Change Doom.cue to Final Doom.cue 1 Quote Share this post Link to post
Dark Pulse Posted July 20, 2021 (edited) 3 hours ago, Impboy4 said: PsyDoom comes with a shortcut to configuration files - use that, locate game_cfg.ini and open it You now want to locate this: Change Doom.cue to Final Doom.cue May or may not need to put quotes in it due to spaces. If Final Doom.cue doesn't work, try "Final Doom.cue" instead. EDIT: Apparently it can parse spaces in filenames just fine without quotes, so no need for that. Edited July 21, 2021 by Dark Pulse 2 Quote Share this post Link to post
MarcoDoom80 Posted July 21, 2021 7 hours ago, Impboy4 said: PsyDoom comes with a shortcut to configuration files - use that, locate game_cfg.ini and open it You now want to locate this: Change Doom.cue to Final Doom.cue Thank you so much, now i can play :) forgive the banality of the question, it is recently that I am part of this community. However you're doing a really good job 1 Quote Share this post Link to post
MarcoDoom80 Posted July 21, 2021 6 hours ago, Dark Pulse said: May or may not need to put quotes in it due to spaces. If Final Doom.cue doesn't work, try "Final Doom.cue" instead. EDIT: Apparently it can parse spaces in filenames just fine without quotes, so no need for that. I succeeded, thanks for answering me! 0 Quote Share this post Link to post
Lollie Posted July 21, 2021 On 7/20/2021 at 4:40 AM, intacowetrust said: Unfortunately a lot of the limits are decided at compile time, making them runtime switchable would be very painful in many cases. Ah, I didn't mean being able to switch limits! Good to see that this can be done with a custom build though. What I meant was a way to monitor when a map would exceed the original limits, even while higher limits are being used, and then pop up a message as a warning (or print to log.txt). Though now that I know that the "LIMIT_REMOVING" switch is available when building, I guess it'd be sensible for someone targeting compatibility with PSX Doom to just use a custom build. (Unless someone wants to make PsyDoom Render Limits) 0 Quote Share this post Link to post
Dark Pulse Posted July 21, 2021 (edited) 13 hours ago, Lollie said: Ah, I didn't mean being able to switch limits! Good to see that this can be done with a custom build though. What I meant was a way to monitor when a map would exceed the original limits, even while higher limits are being used, and then pop up a message as a warning (or print to log.txt). Though now that I know that the "LIMIT_REMOVING" switch is available when building, I guess it'd be sensible for someone targeting compatibility with PSX Doom to just use a custom build. (Unless someone wants to make PsyDoom Render Limits) Realistically, I'd think that's something that could be done in an updated PsyDoom Builder or whatever. The engines should be worried about running it - the editors are the ones that should warn on limits. I already proposed essentially four map formats: OG PSX Doom OG PSX Final Doom (the limits do differ slightly, plus it'd need to be converted to ROM format) GEC Master Edition (other limits, like LEAFS, got raised here) PsyDoom (where essentially there's no limits) Edited July 21, 2021 by Dark Pulse 0 Quote Share this post Link to post
SteelPH Posted July 23, 2021 (edited) Any chance this'll get save games? Passwords can be a tad cumbersome and aren't the most accurate at keeping your stats in tact. Edited July 23, 2021 by SteelPH 1 Quote Share this post Link to post
Wavy Posted July 24, 2021 23 hours ago, SteelPH said: Any chance this'll get save games? Passwords can be a tad cumbersome and aren't the most accurate at keeping your stats in tact. It should be in the next major release judging by PsyDoom's to-do list 6 Quote Share this post Link to post
francis247uk Posted July 24, 2021 I literally came on to post the same question @SteelPH - thanks for the update @Wavy - keeping fingers crossed for save games to be on the next major release! 2 Quote Share this post Link to post
Gez Posted July 24, 2021 On mercredi 21 juillet 2021 at 10:21 PM, Dark Pulse said: there's no limits No no limits, we'll reach for the sky! No vissprite too thick, no visplane too high. No no limits, won't give up the fight! We map what we want, and we map it with pride. 3 Quote Share this post Link to post
Redneckerz Posted July 24, 2021 48 minutes ago, Gez said: No no limits, we'll reach for the sky! No vissprite too thick, no visplane too high. No no limits, won't give up the fight! We map what we want, and we map it with pride. Hard to the core, i texture the floor When i'm in Slade, yo, ya answer more I'm playing in Edge, i know the match Compiling real hard to generate my WAD, stat ! Tick tick ticka tick taking my time When i'm goin' i'm goin' for mine Open your eyes and you will see it I tell you this 'cause there's no limit! No no limits, we'll reach a custom sky! No sidedef too thick, no sidedef too high. No no limits, won't give up the fight! We mod what we want, and we mod it with pride. 2 Quote Share this post Link to post
Ruritanian Posted July 24, 2021 Is it possible to add an accessibility setting to switch off strobe lighting? 1 Quote Share this post Link to post
Impboy4 Posted July 24, 2021 (edited) 5 hours ago, Ruritanian said: Is it possible to add an accessibility setting to switch off strobe lighting? Strobe lighting is a hardcoded feature of Doom. You can't disable it. If you're that concerned over this, then I suggest you find a different game my friend. Edited July 24, 2021 by Impboy4 1 Quote Share this post Link to post
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