molecicco Posted March 14, 2022 The level state cvars bitwise store each level you’ve entered to and the skill you were on. To unlock everything, change all of them to 2147483647 which is the integer max value. You may also want to change the cvar unl_bonus to 1 to force unlock the bonus map hub episode in case you don’t want to bother going through Hectic. 1 hour ago, TasAcri said: However, i finished the whole Absolution campaign but the level select only shows the last half of the maps and the first level. The first half of the maps are still locked.. It works fine on my end, what difficulty were you on? Maybe you edited the level state cvars and they got locked again? 0 Quote Share this post Link to post
TasAcri Posted March 15, 2022 7 hours ago, molecicco said: It works fine on my end, what difficulty were you on? Maybe you edited the level state cvars and they got locked again? I finished on "I own DOOM" setting. I didn't mess with the cvars until i saw the game only unlocked half of the levels. 0 Quote Share this post Link to post
Rudolph Posted March 20, 2022 I have started playing Doom CE Playstation and I was pleasantly surprised to find out that enemies now all have unique sounds (à la Sound Caulking); I would have never thought of using Aubrey Hodges' unused Arch-Vile sounds for the Chaingunner! 1 Quote Share this post Link to post
Rudolph Posted March 21, 2022 I am also pleasantly surprised to hear new Aubrey Hodges tracks in the recreated missing levels. That is a really nice touch! :D 2 Quote Share this post Link to post
Rudolph Posted March 27, 2022 Hey, neat! There is even a Playstation-style of E1M10: The Sewers. I am going to assume there is also a remake of MAP33: Betray coming up? 0 Quote Share this post Link to post
molecicco Posted March 27, 2022 (edited) On 3/27/2022 at 9:49 AM, Rudolph said: Hey, neat! There is even a Playstation-style of E1M10: The Sewers. I am going to assume there is also a remake of MAP33: Betray coming up? Indeed, this version integrates these levels into the main campaign: https://doomwiki.org/wiki/PSX_Doom:_The_Lost_Levels That is going to change a little in the next version. I’m moving them to their own addon, which will auto load and if it’s present it will add them into the campaign. If it’s not present, only the levels that were in the original will be playable. On 3/20/2022 at 4:08 PM, Rudolph said: I have started playing Doom CE Playstation and I was pleasantly surprised to find out that enemies now all have unique sounds (à la Sound Caulking); I would have never thought of using Aubrey Hodges' unused Arch-Vile sounds for the Chaingunner! The SFX addon includes active and pain sounds from Sound Caulking to give them unique sounds, and monsters that didn’t have unique sounds like the chaingunner or archvile use sounds made by @Immorpher for his unreleased Morph64 mod :) On 3/14/2022 at 10:54 PM, TasAcri said: I finished on "I own DOOM" setting. I didn't mess with the cvars until i saw the game only unlocked half of the levels. My hypothesis is that the game couldn’t write to your gzdoom.ini upon closing. It’s happened to me, for example, when I have two gzdoom instances open at the same time and the last one to be closed overwrites the changes made by the first. Edited April 1, 2022 by molecicco 1 Quote Share this post Link to post
molecicco Posted April 2, 2022 (edited) I've released version 3.0.0 of this mod. Most of the changes are internal and not very exciting, but here are the highlights: Major refactoring of the project. Previous versions were a mess of layered overrides, now everything except for addons is contained inside the ipk3. The "Base" pk3 is gone and the inner workings of the mod should be much more transparent overall. Doom Builder metadata is also included, so it is now possible to create or view maps using Ultimate Doom Builder by adding the iwads (DOOM2.WAD or DOOM64.IWAD) and the ipk3s as resource files in the Game Configurations dialog. PSX and D64 resources should not be mixed, though. Improved mod compatibility. I've tested (for a few minutes) mods such as Project Brutality, QC:DE, Death Foretold, Embers of Armageddon, Guncaster, Trailblazer, GMOTA, Russian Overkill, Complex Doom, Pandemonia, and many others and they appear to be working fine. Corruption Cards support: added a CCARDS lump to exclude "cutscene" maps from the card selection dialog. Also added monster group definitions for PSX and D64 exclusive monsters. PSX TC Lost Levels (i.e the PC maps not included in the original) are now in their own auto-loaded addon pk3. If present, the levels will be integrated into the campaign. If not, only the PSX originals will be playable. Added an option to use the original PSX mugshot and weapon sprites (no upscales or smooth animations for those ones, though). Added the option to use an alternate shotgun zombie sprite in Doom 64, to make it easier to distinguish. Added placeholder sprites for the missing Doom 64 monsters such as the Revenant, Arch-Vile and Mastermind for mods that spawn them. Lots of bugfixes. Quote NOTE FOR UPGRADING FROM PREVIOUS VERSIONS: It is necessary to delete DOOM64.IWAD and DOOM64.CE.LostLevels.pk3 and run the installer again. Any map packs from ModDB's addon section will also need to be redownloaded to use their latest version. After upgrading, it is safe to delete the files named *.Base.pk3, because they are no longer used in this version. Also, to celebrate Doom 64's 25th anniversary, I've published a new map set called Rumble Pak: Get it here It consists of a selection of 20 maps made by the community from 2012 to 2020, ported to work on this mod. Over half of them come from the Community Chest 64 project. A few bugs were also fixed based on data from DoomWiki (thanks @Dynamo). Map list: Spoiler Antnee The Dungeons - https://www.doomworld.com/forum/topic/105597-community-chest-64-ex-release-thread/ Cody Richeson (Koko Ricky) Dark Forest - https://www.doomworld.com/forum/topic/105597-community-chest-64-ex-release-thread/ Dark Halls - https://www.doomworld.com/forum/topic/105597-community-chest-64-ex-release-thread/ The Hell Base - https://www.doomworld.com/forum/topic/105597-community-chest-64-ex-release-thread/ DMPhobos Doomsday Keep - https://www.doomworld.com/forum/topic/113958/ Footman Abyssal Darkness - https://turoksanctum.com/footman-doom64-ex-maps/ hardcore_gamer Evil Industry - https://www.doomworld.com/forum/topic/105597-community-chest-64-ex-release-thread/ Jason Dagenet Anguish - https://www.doomworld.com/forum/topic/116856/ Wretched - https://www.doomworld.com/forum/topic/113381 Kore Beneath the Clay - https://www.doomworld.com/forum/topic/105597-community-chest-64-ex-release-thread/ Introger - https://www.doomworld.com/forum/topic/105597-community-chest-64-ex-release-thread/ Red Strands - https://www.doomworld.com/forum/topic/105597-community-chest-64-ex-release-thread/ RileyXY1 Rivets & Bolts - https://www.doomworld.com/forum/topic/105597-community-chest-64-ex-release-thread/ Sector666 Permutations of Hell - https://www.dropbox.com/s/wlk0vt67t9559s4/sector666-permutations_of_hell.zip?dl=1 Mad House - https://turoksanctum.com/madhouse/ sluggard Corrupted Entry - https://www.doomworld.com/forum/topic/105597-community-chest-64-ex-release-thread/ riderr3 Castle Hell - https://www.doomworld.com/forum/topic/105597-community-chest-64-ex-release-thread/ Death Gate - https://www.doomworld.com/forum/topic/105597-community-chest-64-ex-release-thread/ TheAgaures Fortress of Pain - https://www.dropbox.com/sh/umadvxy27hmnyf4/AACParfSDpMUPdwACGJSvOgYa?dl=0 Yummy Pie 1024 (Space Base) - https://www.tapatalk.com/groups/doom64ex/1024-t154.html Screenshots: Spoiler Edited April 2, 2022 by molecicco Added screenshots 8 Quote Share this post Link to post
Rudolph Posted April 2, 2022 I noticed that the Outcast Levels are referred to as the "Doomsday Levels". Is that a mistake? 0 Quote Share this post Link to post
molecicco Posted April 2, 2022 1 hour ago, Rudolph said: I noticed that the Outcast Levels are referred to as the "Doomsday Levels". Is that a mistake? I made that change so the name is less misleading. It's not just the Outcast levels contained there, Absolution TC exclusive maps that were part of the main campaign in that total conversion are also included in that episode. The common theme is that they are really hard, made by Kaiser, and for the Absolution TC for the Doomsday/jDoom source port. 1 Quote Share this post Link to post
ludicrous_peridot Posted April 11, 2022 Hi @molecicco. To upgrade from 3.0.0 to 3.0.1 is just downloading the lite packge sufficient, or are there also changes in the addons? 0 Quote Share this post Link to post
molecicco Posted April 11, 2022 (edited) 3 hours ago, ludicrous_peridot said: Hi @molecicco. To upgrade from 3.0.0 to 3.0.1 is just downloading the lite packge sufficient, or are there also changes in the addons? Yes, if you're using the full version you need to download it again. I updated several addons, especially in Final Doom. There's no need to run the doom 64 installer again, though. Edited April 11, 2022 by molecicco 1 Quote Share this post Link to post
sbw37 Posted April 11, 2022 hey bro hope all is good. im sure youve gotten asked this dozens of times, but what file contains all the stored settings like graphics, button assignments etc? i have to keep re-setting up the controls etc every time i reinstall the latest version. dragging and dropping the latest files into the directory overwriting the older ones causes glitching during gameplay. is it possible to back up that specific file? 0 Quote Share this post Link to post
molecicco Posted April 11, 2022 6 hours ago, sbw37 said: hey bro hope all is good. im sure youve gotten asked this dozens of times, but what file contains all the stored settings like graphics, button assignments etc? All settings, button bindings, etc. are saved in a file called gzdoom-<username>.ini in the same folder as gzdoom.exe. It is generated the first time you open gzdoom. 1 Quote Share this post Link to post
sbw37 Posted April 12, 2022 1 hour ago, molecicco said: All settings, button bindings, etc. are saved in a file called gzdoom-<username>.ini in the same folder as gzdoom.exe. It is generated the first time you open gzdoom. ok cool thanks bro 1 Quote Share this post Link to post
te_lanus Posted April 30, 2022 Tried this recently, and works and works when run with Wine (as I'm using Linux), But trying to run it with gzdoom I compiled yesterday. I downloaded the Lite version, and it's residing in a dir that gzdoom has access too. I get the following errors on the terminal: Doom 64 CE: LoadActors: Load actor definitions. Script error, "DOOM64.CE.ipk3:zscript/ui/statscreen.zsc" line 7: Can't call play function IsEpisodeEnding from ui context Script error, "DOOM64.CE.ipk3:zscript/ui/statscreen.zsc" line 39: Can't call play function GetComputerInterMusic from ui context Script error, "DOOM64.CE.ipk3:zscript/ui/statscreen.zsc" line 40: Unknown identifier 'interMusic' Script error, "DOOM64.CE.ipk3:zscript/ui/statscreen.zsc" line 63: Can't call play function ShouldModify from ui context Script error, "DOOM64.CE.ipk3:zscript/ui/statscreen.zsc" line 232: Left side of mFont is not a struct or class Script error, "DOOM64.CE.ipk3:zscript/ui/statscreen.zsc" line 247: Left side of mFont is not a struct or class Script error, "DOOM64.CE.ipk3:zscript/ui/statscreen.zsc" line 308: Can't call play function IsEpisodeEnding from ui context Script error, "DOOM64.CE.ipk3:zscript/ui/statscreen.zsc" line 327: Can't call play function GetComputerInterMusic from ui context Script error, "DOOM64.CE.ipk3:zscript/ui/statscreen.zsc" line 328: Unknown identifier 'interMusic' Script error, "DOOM64.CE.ipk3:zscript/ui/statscreen.zsc" line 344: Can't call play function ShouldModify from ui context Script error, "DOOM64.CE.ipk3:zscript/ui/statscreen.zsc" line 360: Can't call play function IsEpisodeEnding from ui context Script error, "DOOM64.CE.ipk3:zscript/ui/statscreen.zsc" line 379: Can't call play function GetComputerInterMusic from ui context Script error, "DOOM64.CE.ipk3:zscript/ui/statscreen.zsc" line 380: Unknown identifier 'interMusic' Script error, "DOOM64.CE.ipk3:zscript/ui/statscreen.zsc" line 396: Can't call play function ShouldModify from ui context PSX Doom CE & PSX Doom Final: (gives the same errors): LoadActors: Load actor definitions. Script error, "PSXDOOM.CE.ipk3:zscript/ui/statscreen.zsc" line 7: Can't call play function IsEpisodeEnding from ui context Script error, "PSXDOOM.CE.ipk3:zscript/ui/statscreen.zsc" line 39: Can't call play function GetComputerInterMusic from ui context Script error, "PSXDOOM.CE.ipk3:zscript/ui/statscreen.zsc" line 40: Unknown identifier 'interMusic' Script error, "PSXDOOM.CE.ipk3:zscript/ui/statscreen.zsc" line 63: Can't call play function ShouldModify from ui context Script error, "PSXDOOM.CE.ipk3:zscript/ui/statscreen.zsc" line 235: Left side of mFont is not a struct or class Script error, "PSXDOOM.CE.ipk3:zscript/ui/statscreen.zsc" line 250: Left side of mFont is not a struct or class Script error, "PSXDOOM.CE.ipk3:zscript/ui/statscreen.zsc" line 311: Can't call play function IsEpisodeEnding from ui context Script error, "PSXDOOM.CE.ipk3:zscript/ui/statscreen.zsc" line 330: Can't call play function GetComputerInterMusic from ui context Script error, "PSXDOOM.CE.ipk3:zscript/ui/statscreen.zsc" line 331: Unknown identifier 'interMusic' Script error, "PSXDOOM.CE.ipk3:zscript/ui/statscreen.zsc" line 353: Can't call play function ShouldModify from ui context Script error, "PSXDOOM.CE.ipk3:zscript/ui/statscreen.zsc" line 394: Left side of mFont is not a struct or class Script error, "PSXDOOM.CE.ipk3:zscript/ui/statscreen.zsc" line 409: Left side of mFont is not a struct or class Script error, "PSXDOOM.CE.ipk3:zscript/ui/statscreen.zsc" line 422: Can't call play function IsEpisodeEnding from ui context Script error, "PSXDOOM.CE.ipk3:zscript/ui/statscreen.zsc" line 441: Can't call play function GetComputerInterMusic from ui context Script error, "PSXDOOM.CE.ipk3:zscript/ui/statscreen.zsc" line 442: Unknown identifier 'interMusic' Script error, "PSXDOOM.CE.ipk3:zscript/ui/statscreen.zsc" line 464: Can't call play function ShouldModify from ui context Script error, "PSXDOOM.CE.ipk3:zscript/ui/statscreen.zsc" line 505: Left side of mFont is not a struct or class Script error, "PSXDOOM.CE.ipk3:zscript/ui/statscreen.zsc" line 520: Left side of mFont is not a struct or class 0 Quote Share this post Link to post
molecicco Posted April 30, 2022 (edited) I've released version 3.1.0 of the mod. It contains mostly bug fixes so it's encouraged to update. If you have previously downloaded the Rumble Pak, The UnMaking or Beta 64, you will need to redownload them to work with this version. The next bit is for users of gzdoom 4.8.0-dev, ignore if you use the stable version: 17 hours ago, te_lanus said: I get the following errors on the terminal: There were a some breaking changes introduced in the 4.8.0 dev builds a couple of days ago. Until that version is officially released, I can't update the main mod to be compatible because that would break compatibility with 4.7.x which is what most are using. Until then, you can overwrite your ipk3s with these files. They're the same as CE 3.1.0 but compatible with 4.8.0-dev: https://drive.google.com/file/d/15gdKtrObguO2KKLJqhNKmTecb4TA6xpd/view?usp=sharing Edited April 30, 2022 by molecicco formatted link 0 Quote Share this post Link to post
te_lanus Posted May 1, 2022 17 hours ago, molecicco said: The next bit is for users of gzdoom 4.8.0-dev, ignore if you use the stable version: Thanx. I can now start the mod, but as soon as I select an option in the first time setup, I get a crash with this on the terminal: Features reset to default values. gzdoom: ~/src/gzdoom/src/common/menu/menu.cpp:356: virtual void DMenu::Close(): Assertion `CurrentMenu == this' failed. Aborted (core dumped) 0 Quote Share this post Link to post
molecicco Posted May 1, 2022 (edited) 4 hours ago, te_lanus said: Thanx. I can now start the mod, but as soon as I select an option in the first time setup, I get a crash with this on the terminal: Features reset to default values. gzdoom: ~/src/gzdoom/src/common/menu/menu.cpp:356: virtual void DMenu::Close(): Assertion `CurrentMenu == this' failed. Aborted (core dumped) It works in Windows. Since I’m taking a break and this will take me some time to debug with the source code, why don’t you use 4.7.1 instead? It’s the stable one after all. EDIT: I just built the latest dev version myself using whatever configuration that comes from the AUR and didn't get the error, so it must be the way you've built it (debug instead of release?). In any case, that assertion doesn't make much sense to me since it should be allowed to close a menu that is not the current one. Edited May 1, 2022 by molecicco 0 Quote Share this post Link to post
QuakedoomNukem Cz Posted May 4, 2022 For whatever reason, The Death Domain and Onslaught are unplayable on PSX Final Doom, because the map wads for those are labeled as Map89 and Map90 respectively. Changing the names to Map29 and Map30 fixes this, but this is quite an oversight. 0 Quote Share this post Link to post
molecicco Posted May 6, 2022 On 5/4/2022 at 4:08 PM, QuakedoomNukem Cz said: For whatever reason, The Death Domain and Onslaught are unplayable on PSX Final Doom, because the map wads for those are labeled as Map89 and Map90 respectively. Changing the names to Map29 and Map30 fixes this, but this is quite an oversight. Quite an oversight indeed. I've pushed an updated version (3.1.2) that fixes this as well as a couple of reported bugs. 2 Quote Share this post Link to post
Omega Tyrant Posted May 9, 2022 Is there a way to have the PSX-styled HUD enabled at all times, instead of the current setup where you get the Doom 64 HUD normally and the PSX Doom HUD on the automap? 0 Quote Share this post Link to post
molecicco Posted May 9, 2022 5 hours ago, Omega Tyrant said: Is there a way to have the PSX-styled HUD enabled at all times, instead of the current setup where you get the Doom 64 HUD normally and the PSX Doom HUD on the automap? Yes, press the minus key and that should decrease the window size so the status bar is visible at all times. If it doesn't, you may need to look at gzdoom's keybindings. 2 Quote Share this post Link to post
Omega Tyrant Posted May 11, 2022 So I turned on the "PC monsters and projectiles speeds" option, however the Revenant still moves at its shambling PSX speed and the Plasma Rifle still fires at its nerfed PSX rate, does this option not include restoring them to their PC versions, and if so, is there another option that does? 0 Quote Share this post Link to post
molecicco Posted May 13, 2022 On 5/11/2022 at 1:31 PM, Omega Tyrant said: So I turned on the "PC monsters and projectiles speeds" option, however the Revenant still moves at its shambling PSX speed and the Plasma Rifle still fires at its nerfed PSX rate, does this option not include restoring them to their PC versions, and if so, is there another option that does? The option is a little misleading. By speed it means the Speed actor property, which means the distance they move across the map each tic. It's very noticeable with projectiles such as the seeker missile and the arachnotron plasma, but not so much with the walking speed of monsters because it's affected by their frame duration (how many tics it takes between executing each action, such as moving), which has the PSX values. You can reduce the frame duration by changing the Actor Speed setting in the Gameplay Features menu to 35hz, which will make every monster act (and move) faster. 1 Quote Share this post Link to post
Omega Tyrant Posted May 13, 2022 11 hours ago, molecicco said: The option is a little misleading. By speed it means the Speed actor property, which means the distance they move across the map each tic. It's very noticeable with projectiles such as the seeker missile and the arachnotron plasma, but not so much with the walking speed of monsters because it's affected by their frame duration (how many tics it takes between executing each action, such as moving), which has the PSX values. You can reduce the frame duration by changing the Actor Speed setting in the Gameplay Features menu to 35hz, which will make every monster act (and move) faster. I figured that, though in that case, is there an option to restore the Revenant's movement speed and Plasma Rifle's firing rate like in the old Playstation TC, or will it have to be manually adjusted in the mod files? 0 Quote Share this post Link to post
molecicco Posted May 13, 2022 1 hour ago, Omega Tyrant said: I figured that, though in that case, is there an option to restore the Revenant's movement speed and Plasma Rifle's firing rate like in the old Playstation TC, or will it have to be manually adjusted in the mod files? You’ll need to edit the mod files if you want to edit the frame timings. Currently it uses the PSX ones. 1 Quote Share this post Link to post
Omega Tyrant Posted May 13, 2022 So I figured out how to restore the Revenant's movement speed, but am having difficulty restoring it alternating between homing and non-homing missiles. I looked up the scripting info, and have tried tinkering with its missile's and A-Tracer's zscript data, but it either just fires homing missiles regardless, or alternates between fast and slow missiles with neither homing. What do I modify to properly restore its PC missile behavior? 0 Quote Share this post Link to post
molecicco Posted May 13, 2022 30 minutes ago, Omega Tyrant said: What do I modify to properly restore its PC missile behavior? You can comment out the custom A_Tracer function like this and it will use the default behavior instead: 0 Quote Share this post Link to post
Omega Tyrant Posted May 14, 2022 14 hours ago, molecicco said: You can comment out the custom A_Tracer function like this and it will use the default behavior instead: I tried this and unfortunately the Revenant will still only fire homing missiles. 0 Quote Share this post Link to post
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