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[GZDoom] DOOM CE: PSX TC & D64 Retribution, overhauled


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@Antnee if you are looking for the sector color of DOOM 64 in Ultimate DOOM Builder, you will find it here

 

Capture.png.93f96377f29c40516beb40cf2692f964.png

 

in Doom 64-like sector colors

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Thanks, I got that much.  But there's a specific function in D64 called "color pegging" and I am not seeing that at all.  It's a linedef property, what it does is alter the way that sector color gradients are applied to upper/lower sidedefs.  It's used a LOT in D64.

 

image.png.753a940969b96993efa7ffe9c756feb0.png

 

Both sectors have the same color, but the upper sidedef on the right has the "peg upper wall color" checked.  (this is from Doombuilder64 which is specific to the Doom64 Ex platform)

Edited by Antnee

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21 minutes ago, Antnee said:

Thanks, I got that much.  But there's a specific function in D64 called "color pegging" and I am not seeing that at all.  It's a linedef property, what it does is alter the way that sector color gradients are applied to upper/lower sidedefs.  It's used a LOT in D64.


Indeed you can use color pegging in GZDoom builder! It's not very well documented and isnt a flag in the UI itself, but you can use it with the "custom fields" tab on the linedef. What you are looking for in GZDoom is called "clampgradient"

nogradient_top = <bool>;        // disables color gradient on upper tier. (Hardware rendering only.)
flipgradient_top = <bool>;    // flips gradient colors on upper tier. (Hardware rendering only.)
clampgradient_top = <bool>;   // clamps gradient on upper tier to actual bounds (default is the entire front sector height, hardware rendering only.)
colorscalefactor_top = <float> // scales the material color by the given factor. Default is 1.
colorscalefactor_mid = <float> // scales the material color by the given factor. Default is 1.
colorscalefactor_bottom = <float> // scales the material color by the given factor. Default is 1.

Which come from this list https://github.com/coelckers/gzdoom/blob/master/specs/udmf_zdoom.txt#L186

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Hmm, something isn't working.  I set the properties like you said on the highlighted linedefs...

 

image.png.7bddc94de36aed27ecc32fcc4c7ea1d9.png

...but ingame, it does nothing at all.

 

image.png.34d74db93ead681e90f644d0f13b69a1.png

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8 hours ago, UnknDoomer said:

Okey. So at the end point better not try to use it. I.e. it might work with PSX, but, it seems, as well it still might cause enough glitches, including in compare to Corruption Cards.

 

That's not what I said :) I suggest you try it for yourself, I meant they will feel off in Doom 64's setting and scale.

 

17 minutes ago, Antnee said:

Hmm, something isn't working.  I set the properties like you said on the highlighted linedefs...

 

Immorpher is correct, UDB doesn't support all UDMF properties through its UI, but you can set the rest in the "custom" tab. In this case it isn't working because those are sidedef properties, if you look at the spec, they're inside the sidedef { } schema. You need to go into the "Edit Sidedef Properties" dialog in UDB (I can't look at UDB right now to see the exact name but it's something along those lines) instead of applying them to the linedef.

Edited by molecicco

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5 minutes ago, molecicco said:

Immorpher is correct, UDB doesn't support all UDMF properties through its UI, but you can set the rest in the "custom" tab. In this case it isn't working because those are sidedef properties, if you look at the spec, they're inside the sidedef { } schema. You need to go into the "Edit Sidedef Properties" dialog in UDB (I can't look at UDB right now to see the exact name but it's something along those lines) instead of applying them to the linedef.


Oh ya, you got to find the "front side custom fields" or "back side custom fields" I believe

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17 minutes ago, Immorpher said:


Oh ya, you got to find the "front side custom fields" or "back side custom fields" I believe

 

Success!  (for future reference or in case anyone can't find it)

 

image.png.573669f014c9c4f3126b7a1e8eb36de3.png

 

image.png.a241dc7d6585ce7d4494d0e3937bcf46.png

 

I guess I'll try to figure out if I can edit the UDB configs to pop it into the UI for ease of use, or I'll whine incessantly at the devs lol

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2 hours ago, Antnee said:

I guess I'll try to figure out if I can edit the UDB configs to pop it into the UI for ease of use, or I'll whine incessantly at the devs lol


I'll help you whine at @boris. I pre-apologize for my behavior @boris.

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On 6/1/2022 at 7:11 AM, Antnee said:

Excellent, I was able to get skies working properly.  And 3d floors, too!

 

image.png.78686414951a88c92bdb60647cdae254.png

 

One thing I'm noticing is that Peg Upper/Lower wall color isn't a flag in Ultimate Doom builder.  I recall some chatter on the GZdoom dev threads to allow this to be a thing... is it a thing?  Am I missing it somehow?

this is fantastic news antnee. quite a few of us are really enjoying your beta64 megawad especially since it was given the CE treatment.

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Not sure where it's better to write, but will left it here in case also I'm not usually use ModDB much, same as most of folks reading this topic, it seems.

 

Anyhow. Just finished Beta 64 add-on with combination of Doom CE and GzDoom 4.7.1. Noticed few bugs (?).
 

1. Disproportionately large textures on some switches. Example:

Doom-64-Screenshot-2022-06-04-21-11-46-2


* 2. Not sure about this one, but it seems count of secrets / enemies might be not working well on a few levels. It was old Doom 64 / EX bug before.

3. M3 -> M32. Panel, that require blue key, doesn't appear. So I didn't manage to get on M32. Looks like dead enemies count is broken here?

4. M6. After pressing 3 switches script, that open the door, seems to doesn't work. It's left to use noclip code in console.

5. M13. Script that summon stairs at the end of the level doesn't work. I've used code changemap b6414.
* 6. On M27 player can block himself if he will press the switch before collecting all keys and start fighting with the cyberdemon. After cyberdemon goes down teleport doesn't appear. In my case it worked after I've collected blue and yellow key and randomly pressed one that doens't require keys.

Edited by UnknDoomer

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10 hours ago, UnknDoomer said:

Not sure where it's better to write, but will left it here in case also I'm not usually use ModDB much, same as most of folks reading this topic, it seems.

 

Anyhow. Just finished Beta 64 add-on with combination of Doom CE and GzDoom 4.7.1. Noticed few bugs.
 

1. Disproportionately large textures on some switches. Example:

Doom-64-Screenshot-2022-06-04-21-11-46-2


* 2. Not sure about this one, but it seems count of secrets / enemies might be not working well on a few levels. It was old Doom 64 / EX bug before.

3. M3 -> M32. Panel, that require blue key, doesn't appear. So I didn't manage to get on M32. Looks like dead enemies count is broken here.

4. M6. After pressing 3 switches script. that open the door, doesn't work. It's left to use noclip code in console.

5. M13. Script that summon stairs at the end of the level doesn't work. I've used code changemap b6414.
* 6. On M27 player can block himself if he will press the switch before collecting all keys and start fighting with the cyberdemon. After cyberdemon goes down teleport doesn't appear. In my case it worked after I've collected blue and yellow key and randomly pressed wrong switch.

 

1. Are you loading this with the Lite version of the mod? If so, you need to run the .bat that is named "Lite" or else you will get conflicts like these. If you have removed an addon from the base mod (for example, Upscale.pk3), you also need to remove the same addon from the level pack (Beta64.Upscale.pk3). It's explained in the ModDB description.

 

2. Could not replicate, I was able to100% obtain kills & secrets on the map.

 

3. Could not replicate. The blue panel lowers when you get the blue key. You need to press a switch in the computer room, and some hell knights will spawn. When you kill them, the blue panel will appear again.

 

4. Could not replicate. After you press the 3 switches and go through the couple of teleporters that follow, look behind you when you return to the main area. There's a switch you need to press there that will allow you to progress.

 

5. Could not replicate. The pillar raises after killing the hell knights and pain elementals in the final room.

 

6. Could not replicate. You don't need to collect any key. After you press the regular switch, you need to kill the cyberdemon and all monsters in the arena and the level will end automatically. That includes the nightmare imps in the alcoves, which are very hard to see.

 

Before I suggest consulting a walkthrough, I suspect something else could be introducing side effects. Were you loading any mods on top?

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I've compared some videos on youtube while stuck on my playground. So based on it also made the list.

1. Full, but I'm using Steam version of the game, so moved on things from .bat into GzDoom.ini.
3. Well, perhaps I've missed that switch... Not sure.

5. Here I've compared what I've with video on youtube. There is no monsters around left.
6. Hm... What the point of 3 rooms near by then? Just sort of bonus one for items?

No mods.

Edited by UnknDoomer

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13 hours ago, UnknDoomer said:

3. Well, perhaps I've missed that switch... Not sure.

5. Here I've compared what I've with video on youtube. There is no monsters around left.

 

It seems like the scripts that trigger on death of certain enemies are not working for you, for some reason. I am not able to replicate it on my end.

 

13 hours ago, UnknDoomer said:

6. Hm... What the point of 3 rooms near by then? Just sort of bonus one for items?

 

They activate crushers that kill the nightmare monsters surrounding the arena, making the fight easier.

 

13 hours ago, UnknDoomer said:

1. Full, but I'm using Steam version of the game, so moved on things from .bat into GzDoom.ini.

 

Check that the load order is the same as the .bat files I provide. Also make sure that the addons that are included in the Full version are actually being loaded.

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Check that the load order is the same as the .bat files I provide. Also make sure that the addons that are included in the Full version are actually being loaded.

 

[Global.Autoload]
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Maps.Beta64.pk3
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Maps.Beta64.Addon.GFX.Brightmaps.pk3
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Maps.Beta64.Addon.GFX.PBR.pk3
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Maps.Beta64.Addon.GFX.Upscale.pk3

Edited by UnknDoomer

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16 hours ago, UnknDoomer said:

[Global.Autoload]
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Maps.Beta64.pk3
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Maps.Beta64.Addon.GFX.Brightmaps.pk3
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Maps.Beta64.Addon.GFX.PBR.pk3
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Maps.Beta64.Addon.GFX.Upscale.pk3 %*

 

Since you're using custom paths, you're missing the addons that come with the Full version, those should get loaded before Beta64.

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1 hour ago, Antnee said:

4.8.0 seems to break this

image.png.d70aaee3a07bcdd89923b8d97c52725f.png

hi. I reported problems with git on the 1st of may, OP created this: https://www.doomworld.com/forum/post/2488567. You can try this build in the mean time till the Mod is brought up to 4.8.0

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Since you're using custom paths, you're missing the addons that come with the Full version, those should get loaded before Beta64.

Can you tell which one must be included?

 

Also. Does in actual in case of PSX Doom as well? There no troubles.

Edited by UnknDoomer

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Any update/info on shadowmaps? That picture in DOOM 64 with the level geometry casting shadows on itself looked amazing.

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20 hours ago, TasAcri said:

Any update/info on shadowmaps? That picture in DOOM 64 with the level geometry casting shadows on itself looked amazing.


It may appear once the shadow maps are officially implemented into the engine. One of the challenges is that a lot of the shadows are already done with sector brightnesses. So having shadow maps on that looks kinda weird sometimes. But theoretically the sector brightness changes could be undone in favor of doing it with shadowmaps instead. That may reduce the sharpness of some of the shadows though. It will require a few artistic decisions.

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On 6/8/2022 at 4:07 AM, te_lanus said:

hi. I reported problems with git on the 1st of may, OP created this: https://www.doomworld.com/forum/post/2488567. You can try this build in the mean time till the Mod is brought up to 4.8.0

That file is now in their trash, so it looks like we're waiting for the mod's update, or using 4.7.1 in the mean time.

Edited by FelesNoctis

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I've released version 3.2.0, which is compatible with GZDoom 4.8.0.

 

Highlights:

  • (!) Fixed a bug where the random damage calculation was executed for the total damage, instead of per bullet.
  • Remade the intermissions using GZDoom's 4.8.0 ScreenJob api, instead of using hacky ACS-based maps. The only exception are the DOOM 64 intro maps and the ending cast of character rolls.
  • (Relevant only for modders) The "spawner" flag can now be activated on any Doom 64 thing and it will behave the same as the original when Thing_Spawn is called. Previously, I was using a special Thing (500) to simulate this behavior.

No lightmaps yet since the feature didn't make it to GZDoom 4.8.0. I'm waiting until they are officially released until I properly play around with them.

 

On 6/10/2022 at 6:27 PM, FelesNoctis said:

That file is now in their trash, so it looks like we're waiting for the mod's update, or using 4.7.1 in the mean time.

 

In my eyes every version that is not the latest is hot trash :)

 

On 6/9/2022 at 12:04 PM, UnknDoomer said:

Can you tell which one must be included?

 

Include all the pk3s that came with the full version, like Doom64.CE.Addon.Upscale.pk3, etc.

 

On 6/9/2022 at 12:04 PM, UnknDoomer said:

Also. Does in actual in case of PSX Doom as well? There no troubles.

 

Only Doom 64 uses composite textures, that's why you only see the issue there.

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5 hours ago, molecicco said:

(!) Fixed a bug where the random damage calculation was executed for the total damage, instead of per bullet.
 

Oh so that was a bug, didn't know if every pellet of a Shotgun blast doing the same damage was a bug or how the Playstation Shotgun actually worked. Was annoying how often Imps were surviving a point-blank Shotgun blast or even two, and how even Shotgunners could survive all the pellets when that shouldn't be possible (which boned me quite a few times with fast monsters). Ended up commenting out the hitscan weapons' A_Fire functions to revert them back to their PC behavior, which fixed the malfunctioning RNG.

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6 hours ago, Omega Tyrant said:

Oh so that was a bug, didn't know if every pellet of a Shotgun blast doing the same damage was a bug or how the Playstation Shotgun actually worked. Was annoying how often Imps were surviving a point-blank Shotgun blast or even two, and how even Shotgunners could survive all the pellets when that shouldn't be possible (which boned me quite a few times with fast monsters). Ended up commenting out the hitscan weapons' A_Fire functions to revert them back to their PC behavior, which fixed the malfunctioning RNG.

 

Yeah, Imps surviving the shotgun blast was bugging me for so long. I've looked at the damage formula so many times thinking that was the problem, but it matched the source code. Turns out I was looking at the wrong place all along, which is very embarrassing haha.

 

EDIT: I forgot to mention that addon level packs (except Triton and Playstation Reloaded) also need to be redownloaded after this update.

Edited by molecicco

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Include all the pk3s that came with the full version, like Doom64.CE.Addon.Upscale.pk3, etc.

 

I.e. such:

 

Quote

[Global.Autoload]
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Addon.BGM.Arranged.pk3
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Addon.BGM.Extended.pk3
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Addon.GFX.Brightmaps.pk3
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Addon.GFX.Decals.pk3
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Addon.GFX.Extra.pk3
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Addon.GFX.Parallax.pk3
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Addon.GFX.PBR.pk3
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Addon.GFX.Upscale.pk3
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Addon.SFX.HQ.pk3

 

+ specific wad:

 

Quote

path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Maps.Beta64.pk3
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Maps.Beta64.Addon.GFX.Brightmaps.pk3
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Maps.Beta64.Addon.GFX.PBR.pk3
path=E:\Games\Steam\SteamApps\common\Doom 64\DOOM64.CE.Maps.Beta64.Addon.GFX.Upscale.pk3

 

While PSX require only things from wad .bat file. Right?

Edited by UnknDoomer

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That load order seems correct. You should do the same with PSX too if you want the addons to do something. Otherwise, it's the same as if you were playing with the Lite version (which is fine too).

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On 6/12/2022 at 1:55 AM, molecicco said:

In my eyes every version that is not the latest is hot trash :)

Ha, fair! I noticed because I was adding in support to my own project, and 4.8.0 was screaming up a storm :P Doesn't really make a difference in the end, just wanted to make sure I was on the most recent version.

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