BlueThunder Posted August 8, 2022 This is a link to me doing a casual playthrough on UV, some of it is commentated 5 Quote Share this post Link to post
Xeogred Posted August 13, 2022 Great vids BlueThunder. Looks like such an awesome way to revisit PSX Doom. 3 Quote Share this post Link to post
BlueThunder Posted August 22, 2022 On 8/13/2022 at 12:29 AM, Xeogred said: Great vids BlueThunder. Looks like such an awesome way to revisit PSX Doom. Yeah it is, Thanks 0 Quote Share this post Link to post
Trashboat4444 Posted August 29, 2022 On 8/4/2022 at 2:17 AM, intacowetrust said: Of course - I love to see cool stuff people are making for PsyDoom. I had a lot of fun playing this map, thanks for sharing! How close is this to release? 0 Quote Share this post Link to post
Trashboat4444 Posted August 30, 2022 How close is this to release? 0 Quote Share this post Link to post
dasho Posted August 30, 2022 54 minutes ago, Trashboat4444 said: How close is this to release? A couple of days closer than the last time you asked. 2 Quote Share this post Link to post
fenderc01 Posted August 30, 2022 1 hour ago, Trashboat4444 said: How close is this to release? If you're excited to see the latest changes, install Visual Studio and compile it yourself. That's what I've been doing for a while now. https://visualstudio.microsoft.com/vs/community/ 0 Quote Share this post Link to post
Dark Pulse Posted August 30, 2022 20 minutes ago, fenderc01 said: If you're excited to see the latest changes, install Visual Studio and compile it yourself. That's what I've been doing for a while now. https://visualstudio.microsoft.com/vs/community/ Code is still fundamentally close to the last release, 0.8.3. We know Taco is free to work on it again, but he's got a huuuuuge backlog of stuff to work on for it, so it likely will still be a little while before it's ready for public release. 1 Quote Share this post Link to post
intacowetrust Posted August 31, 2022 12 hours ago, Trashboat4444 said: How close is this to release? The next release of PsyDoom is coming along nicely. I'd say maybe within another month or so it should be in a relatively good spot, but we'll see... (no promises!) 10 hours ago, Dark Pulse said: Code is still fundamentally close to the last release, 0.8.3. Are you looking at the 'master' branch on github? That's pretty much just the latest stable release (0.8.3). The bleeding edge stuff is all in the 'develop' branch: https://github.com/BodbDearg/PsyDoom/tree/develop 4 Quote Share this post Link to post
Dark Pulse Posted August 31, 2022 (edited) 1 hour ago, intacowetrust said: Are you looking at the 'master' branch on github? That's pretty much just the latest stable release (0.8.3). The bleeding edge stuff is all in the 'develop' branch: https://github.com/BodbDearg/PsyDoom/tree/develop I r sorry Edited August 31, 2022 by Dark Pulse 0 Quote Share this post Link to post
Trashboat4444 Posted September 1, 2022 On 8/31/2022 at 1:17 AM, intacowetrust said: The next release of PsyDoom is coming along nicely. I'd say maybe within another month or so it should be in a relatively good spot, but we'll see... (no promises!) Oh ok 0 Quote Share this post Link to post
tsmiller Posted September 14, 2022 I was able to get the Linux build running on my Steam Deck today! I only had to make a few changes to make sure the mouse was mapped to the trackpads to use in the launcher as well as create a mapping for 'esc'. Performance was rock solid and I never saw power usage above 7 watts (which is somewhat expected, but nice to see). The only issue I'm currently trying to sort out is networked play. Specifically, as the host, if I leave the port blank in the launcher, which defaults to '666', I get an error when trying to start a game. Any other port seems to start the server but isn't allowing connections. Getting errors when trying to connect as client as well (even locally). I'll keep working on it and report any findings I have. 8 Quote Share this post Link to post
intacowetrust Posted September 15, 2022 8 hours ago, tsmiller said: I was able to get the Linux build running on my Steam Deck today! That's awesome, really happy to see it running on Steam Deck too - thanks for sharing! :) 8 hours ago, tsmiller said: Performance was rock solid and I never saw power usage above 7 watts (which is somewhat expected, but nice to see). Sweet! If you want to stretch out the battery even further too you could try disabling MSAA. Probably don't really need it on small screens... 8 hours ago, tsmiller said: The only issue I'm currently trying to sort out is networked play. Specifically, as the host, if I leave the port blank in the launcher, which defaults to '666', I get an error when trying to start a game. Any other port seems to start the server but isn't allowing connections. Getting errors when trying to connect as client as well (even locally). Interesting, I haven't seen that before... I tested network play between the two Linux devices I have at my disposal (a Sager Laptop and RPI 400) and didn't notice anything strange. Will take another look again just to make sure. 0 Quote Share this post Link to post
intacowetrust Posted September 15, 2022 12 hours ago, tsmiller said: The only issue I'm currently trying to sort out is networked play. Specifically, as the host, if I leave the port blank in the launcher, which defaults to '666', I get an error when trying to start a game. Any other port seems to start the server but isn't allowing connections. Investigated this issue on Linux and ran into the following problem, which might be the same thing you are experiencing: https://stackoverflow.com/questions/20825496/linux-denies-permission-on-socket-bind-using-boost-asio "On unix systems, the first 1024 port are restricted to the root user only so if serverPort < 1024 you should try something > 1024" PsyDoom should change the default port of 666 to something else for Linux. Maybe try specifying a port > 1024 and see how you get on? I was able to get it working OK when I did that. Not entirely sure how I didn't run into this before... 0 Quote Share this post Link to post
Dark Pulse Posted September 15, 2022 (edited) 2 hours ago, intacowetrust said: Investigated this issue on Linux and ran into the following problem, which might be the same thing you are experiencing: https://stackoverflow.com/questions/20825496/linux-denies-permission-on-socket-bind-using-boost-asio "On unix systems, the first 1024 port are restricted to the root user only so if serverPort < 1024 you should try something > 1024" PsyDoom should change the default port of 666 to something else for Linux. Maybe try specifying a port > 1024 and see how you get on? I was able to get it working OK when I did that. Not entirely sure how I didn't run into this before... Lack of Linux multiplayer testing, probably. :P Edited September 15, 2022 by Dark Pulse 0 Quote Share this post Link to post
tsmiller Posted September 15, 2022 4 hours ago, intacowetrust said: Investigated this issue on Linux and ran into the following problem, which might be the same thing you are experiencing: https://stackoverflow.com/questions/20825496/linux-denies-permission-on-socket-bind-using-boost-asio "On unix systems, the first 1024 port are restricted to the root user only so if serverPort < 1024 you should try something > 1024" PsyDoom should change the default port of 666 to something else for Linux. Maybe try specifying a port > 1024 and see how you get on? I was able to get it working OK when I did that. Not entirely sure how I didn't run into this before... I just hosting from the Steam Deck on port 1025 and it worked well with a remote client. I noticed a couple small dips in FPS but the cpu and gpu usage never went above ~20% so it makes me think it could be network related. I may try out an ethernet connection and see if that resolves it. 0 Quote Share this post Link to post
Dark Pulse Posted September 15, 2022 (edited) 33 minutes ago, tsmiller said: I just hosting from the Steam Deck on port 1025 and it worked well with a remote client. I noticed a couple small dips in FPS but the cpu and gpu usage never went above ~20% so it makes me think it could be network related. I may try out an ethernet connection and see if that resolves it. If it never happens in singleplayer, you can definitely rule out the GPU or CPU dropping frames, and yeah, then it'd be net sync. As for what port to use, I'd recommend 1638. @intacowetrust can probably figure out my logic why. :) Edited September 15, 2022 by Dark Pulse 0 Quote Share this post Link to post
intacowetrust Posted September 17, 2022 On 9/15/2022 at 6:13 AM, tsmiller said: I noticed a couple small dips in FPS but the cpu and gpu usage never went above ~20% so it makes me think it could be network related. I may try out an ethernet connection and see if that resolves it. Yeah the network protocol is highly synchronous - just like DOS Doom. If there are any stalls in the connection then that will block the game from proceeding. Reducing the ping as much as possible is definitely recommended, ethernet would work better than wireless if you can do it. 0 Quote Share this post Link to post
Greenknight9000 Posted September 24, 2022 This has to be one of my favourite Source Ports of Doom, period! Just one question: How does one go about modding the Status Heads and Status Bar? No matter what I do, I can't seem to get them to change and I feel like I'm being a big dum-dum, but I figure I may as well bite the bullet and ask. 1 Quote Share this post Link to post
StodgyAyatollah Posted September 24, 2022 34 minutes ago, Greenknight9000 said: This has to be one of my favourite Source Ports of Doom, period! Just one question: How does one go about modding the Status Heads and Status Bar? No matter what I do, I can't seem to get them to change and I feel like I'm being a big dum-dum, but I figure I may as well bite the bullet and ask. I'll assume you're just trying to do graphical edits? What have you done so far? If you're already at the stage of having a pwad with the changes you want are you using the -file command line to load it? 0 Quote Share this post Link to post
Greenknight9000 Posted September 24, 2022 1 minute ago, StodgyAyatollah said: I'll assume you're just trying to do graphical edits? What have you done so far? If you're already at the stage of having a pwad with the changes you want are you using the -file command line to load it? Yep - just trying to due purely graphical edits. I've basically replaced all of Doomguy's heads with my own graphics and saved them as a .wad. I tried psydoom.exe -file file.wad yet nothing changes 0 Quote Share this post Link to post
StodgyAyatollah Posted September 25, 2022 Are you using the proper format for the status image? It's all in one image file for psxdoom instead of several like regular doom. If not you can extract the psxdoom.wad from you're bin file and open it with slade to extract it for editing. The image is titled status. Make sure it's converted to the psx pallette format. 0 Quote Share this post Link to post
Greenknight9000 Posted September 25, 2022 1 minute ago, StodgyAyatollah said: Are you using the proper format for the status image? It's all in one image file for psxdoom instead of several like regular doom. If not you can extract the psxdoom.wad from you're bin file and open it with slade to extract it for editing. The image is titled status. Make sure it's converted to the psx pallette format. Wait, really? I saved the files as PSX Format but I didn't know there was more to it. How might one extract the Bin file? I only have Doom.cue and a load of track .bin files 0 Quote Share this post Link to post
StodgyAyatollah Posted September 25, 2022 8 minutes ago, Greenknight9000 said: How might one extract the Bin file? I only have Doom.cue and a load of track .bin files You can open track 1 bin with something like 7-zip. It's just a compressed file like a zip. The psx.wad is in the ABIN folder inside track 1. Unfortunately after looking myself the status image along with the title screen and a few others use a weird palette that isn't recognized by slade so I'm not sure how to edit them. I use a black right handed glove mod I made so I figured it would be the same process but unfortunately it's not. 0 Quote Share this post Link to post
Greenknight9000 Posted September 25, 2022 2 minutes ago, StodgyAyatollah said: You can open track 1 bin with something like 7-zip. It's just a compressed file like a zip. The psx.wad is in the ABIN folder inside track 1. Unfortunately after looking myself the status image along with the title screen and a few others use a weird palette that isn't recognized by slade so I'm not sure how to edit them. I use a black right handed glove mod I made so I figured it would be the same process but unfortunately it's not. I actually tried opening Track 1.bin with 7Zip, but just end up getting an error. I kinda wish there was a video tutorial on how to do this, since I'm more of a visual learner 0 Quote Share this post Link to post
StodgyAyatollah Posted September 25, 2022 4 minutes ago, Greenknight9000 said: I actually tried opening Track 1.bin with 7Zip, but just end up getting an error. Weird. I have 7-zip in my right click menu and just hit open archive. Have you tried the extract option? Outside of that I have no ideas other than trying different software. 0 Quote Share this post Link to post
Impboy4 Posted September 25, 2022 @Greenknight9000 @StodgyAyatollah Please read this: https://github.com/BodbDearg/PsyDoom/blob/master/docs/PsyDoom Modding Overview.md#Extension-IWADS 1 Quote Share this post Link to post
Greenknight9000 Posted September 25, 2022 I figured it out! Downloaded PowerISO and that managed to open the Bin file and got PSXDoom.wad - sucks the heads are smaller in resolution so I had to make adjustments, but I managed in the end and it works! Now I kinda wish I knew how to get it on actual PSXDoom someday. hahaha 1 Quote Share this post Link to post
intacowetrust Posted September 29, 2022 A new version of PsyDoom (1.0.0) has just been released! You can find it at the usual place here: https://github.com/BodbDearg/PsyDoom/releases Feature changes & improvements (1.0.0) Added the ability to load from and save to savefiles. There are 5 save slots available, 3 manual/numbered slots, 1 quicksave slot and one autosave slot. Autosave happens at the start of each level. Each game type also has it's own set of savefiles which do not interfere with each other. Added a new GUI based launcher to make configuring and running the game much easier. Uncapped framerate: added motion interpolation/smoothing for sectors, map objects, and the player weapon. These can all be disabled if required. Implemented the playback of intro logos and movies to mimic the startup flow of the original game. Added full support for playing the 'GEC Master Edition Beta 3'. PsyDoom also supports playing the single level test discs produced by the GEC modding tools. Added support for Linux. Officially supported architectures are `x86_64`, `arm64` and `armhf`. A Debian 'Buster' based distro (or later) is recommended. Other distros might work, but have not been tested. Tweaked interpolation for improved smoothness. Space frames apart by a fixed and absolute amount in time to improve pacing consistency and visual smoothness. Dropped the required Vulkan version down to 1.0 instead of 1.1. Added a new app icon. Implemented demo recording and a new enhanced demo format for PsyDoom. This new format supports recording multiplayer games among other improvements. During multiplayer demo playback, you can also toggle which player is viewed. Map patches: add the ability to configure whether certain categories of map patches are applied or not. Most patches can be opted out of, if original bugs are desired. Add the ability to type in passwords with the keyboard. Implemented onscreen performance counters that can be enabled to profile the game. The counters show average FPS and frame time in microseconds. Vulkan renderer: made occlusion culling more lenient to help avoid 'pop in' of sprites when bordering visible and hidden areas. Render more subsectors, at the cost of some performance but hopefully with less pop in. Vulkan renderer: added tweaks to flat merging and sprite splitting to try and improve some draw order issues. Vulkan renderer: disable MSAA for lower powered GPUs by default. Also use low resolution (480p) on the Raspberry Pi by the default. Make nightmare Pain Elementals spawn nightmare Lost Souls. Also make spectre Pain Elementals spawn spectre skulls. Config: remove the default cue file path which was 'Doom.cue'. Instead force the user to choose which disc to play with. This should reduce confusion in future. Also make the launcher check that a valid (existing) cue file is chosen. Add support for 'Voodoo dolls' that behave largely similar to those found in PC Doom. Limitation: sector damage effects do not currently effect the dolls. Video: make whether to use v-sync configurable. Note: this setting might be ignored by the OS/driver. Implemented support for playing the one level PAL/Europe demo of 'Doom'. Supports the standalone Doom demo disc as well as the demo found in collections like 'Essential PlayStation 3' and 'Euro Demo 103' (Official UK PlayStation Magazine). Implement a tweak which allows multiple 'Computer Area Map' powerups to be picked up (enabled by default). This fixes issues on some maps where 100% items cannot be obtained because there are multiple map powerups present. Tweak how co-op indirect monster kills are handled. Instead of assigning the kill to nobody try assigning the kill to the player being targeted by the enemy; this player is most likely responsible for the indirect kill. If this is not possible (e.g due to monster infighting) then randomly assign the kill to one player or another. Icon Of Sin: don't spawn an Arch-vile if the sprites for it are not present in the loaded wads. Instead spawn a Revenant. Raised the default audio buffer size from 128 to 256 samples to help avoid playback issues. Deathmatch: hide HUD kills/secrets/item stats even if turned on in the options menu. They don't make sense in this mode. Co-op: make the in-game stats joint counts, so overall level completion can be determined by both players. On the tally screen individual contributions to those counts will still be shown. Added `-warp <MAP_NUMBER>` and `-skill <MAP_NUMBER>` command line arguments. These arguments allow quick warping to a specific map for testing - useful for map development. Teleporting: disallow all self-telefragging. Added as a safety measure now that multiple line specials can be triggered at once (see bug fixes), in case the player activates two sides of the same teleporter at the same time. Sector specials: issue a warning rather than a fatal error if entering a sector with an invalid special. Allows the game to recover from mapping errors in this situation. MAPINFO: add a `HideNextMapForFinale` flag to `Cluster` definitions. This flag allows hiding of the next map and password displays on the intermission for the last map in the cluster. MAPINFO: made various menu palettes configurable and also made the options menu tile graphic configurable. MAPINFO: make the palettes used for STATUS, TITLE and credits related lumps all configurable. MAPINFO: allow either a Doom or Final Doom style title or credits screen to be used. Added some additional validation and sanity checks to program arguments. Certain combinations of settings contradict each other or are not supported. Vulkan renderer: allow 1 sided lines to be rendered masked or translucent. This makes the Vulkan renderer behave the same as the classic renderer in this scenario. Tweaked the view bobbing strength fix to make it less jerky/glitchy at low frame rates. Add a '-nolauncher' command line argument which skips/bypasses the launcher. This argument has no effect other than skipping the launcher. The launcher is skipped when any command line arguments are provided, the new switch serves as a way to invoke that behavior without having any other side effect. LCD loader: abort loading an LCD file if it contains samples not listed in the WMD file and issue a warning. This added safety will prevent crashes and undefined behavior in this situation. Bug fixes (1.0.0) Added various patches for map issues in both Doom and Final Doom. These patches are mostly to address minor visual issues. Also fixed many for 'GEC Master Edition Beta 3', including some progression blockers. All these map fixes are far too numerous to list here! Fix line activation logic not being reliable in some cases. Fixes some situations where switches would be hard to use, and also some exploits where switches could be used through walls. Implement a fix (enabled by default) to the 'total kills' counter: increment the total whenever a new enemy is spawned. This fix prevents the total kill % from exceeding 100 and allows the player to determine how many enemies are actually left. Fix an original bug where sounds sometimes have incorrect reverb applied after starting a level. Fix the view angle not interpolating smoothly on the player's death. Fix overriding original flats and textures via loaded wads not working for Final Doom format maps. Fix audio clicks when stopping sounds suddenly, like missiles being destroyed. Fix some types of blood decorations (thing types 79-81) not moving up or down with elevators. Vulkan renderer: fix the game freezing in some parts of the game when alt-tabbing out of the game. Fix an original Doom bug where sometimes enemy gibs after crushing can block the player. The bug would happen if the enemy is crushed during it's death animation. View interpolation: fix a bug where the view height is not snapped correctly after teleporting. Can cause momentary view movement/glitching if teleporting up or down great heights. Fix a crash playing demos via the '-playdemo' command where the map has a fire sky. Doom: fix unintended holes in the 'GRATE' texture which cause visual artifacts. Patch the texture to fill in the holes. Note: this fix is enabled when visual map patches are enabled. Fix an original issue where two of the music tracks in 'Final Doom' stop eventually and don't play again. Fix an original bug where only 1 line special can be crossed per frame. Now any amount can be crossed, if the fix is enabled. Should be helpful for new maps that place many line specials close together. It is still disallowed to cross multiple lines with the same special and tag in 1 frame however... Fix an original bug where sometimes sprites on the edge of ledges 'warp' between the top and bottom of the ledge. Fix an original PSX crash which happens when the player tries to activate a 'door' special on a 1-sided line. Vulkan renderer: fix occasional precision issues rendering sky walls that cause them not to cover intended areas sometimes. Vulkan renderer: fix the sky being stretched when widescreen mode is disabled. Co-op/dm: fix an original bug where sector specials that cause pain also change the status bar face for the other player. Now the pain face will only be shown for the player receiving the pain. Deathmatch: fix negative frag counts not displaying correctly. Co-op: fix key pickup sounds not playing. Passwords: fix a bug that allowed passwords with invalid map numbers to be entered for 'Final Doom'. Vulkan/classic renderers: fix sky walls sometimes not rendering in the correct locations. Vulkan device selection: fix a bug where CPU devices were preferred over integrated GPUs. Vulkan renderer: fix a rare draw order bug when viewing things at 90 degree angles. Fix developer cheats causing the view to jitter sometimes when used. PAL: added fixes to interpolation to account for variable game tick durations. This makes interpolation smoother for the PAL case, or at least as smooth as it can be. It can never be perfect since a game tick doesn't have a fixed duration for the PAL case :( Fix potential undefined behavior and crashes caused by invalid references between map objects. This issue could arise for example if a monster targets another monster which then gets deleted from the game. Implement a 'weak pointer' system to resolve this problem. Config: fix the handling of digit characters in for cheat key sequences. Arch-vile: fix the possibility of 'ghost monsters' being created if the arch vile tries to raise a crushed enemy. Crushed enemies can now no longer be raised. Sequencer: restrict the maximum amount of time that can be advanced per tick to 0.5 seconds. Prevents some playback weirdness if the app is paused while debugging or interrupted by the OS etc. Fixed bullet puffs spawning below the floor. Causes things to look weird for the puff's first frame when interpolation is enabled, because the puff Z position will be clamped then and will jump suddenly. Also guard against the same thing happening with the puff and the ceiling. Fixed some default control bindings not mapping as intended. 25 Quote Share this post Link to post
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