DRON12261 Posted March 23 (edited) VanillaPSX is an audio-visual mod for near-vanilla ports that brings the Doom PSX aesthetic to PC Doom as much as possible. The mod replaces all sprites, sounds (95% in high quality, thanks to Doom 64 Remastered), menu and interface graphics. There is an additional addon that replaces the game's palette with one that is closer to Doom PSX, but it is not recommended to include it together with WAD, which contain their own palette. The mod does not contain DEHACKED files, which means it does not affect gameplay or balance and will not conflict in any way with other WADs that may contain their own DEHACKED file. The mod is compatible with most ports except Chocolate Doom and DOS. At a minimum the following ports have been tested by me: - DSDA - prBoom+ - ZDoom - GZDoom - Doom Retro - Woof! - Nugget Doom - Cherry Doom - Rude Doom - Eternity Engine - etc. If you need assets to create a Doom PSX-inspired map, feel free to use VanillaPSX and include it in your wad/pk3/pke, making sure to specify credits beforehand. If you want the same way music from Aubrey Hodges, there is one wonderful big music randomizer created by @Big_Dorbo. But it only works on ZDoom, RZDoom, GZDoom and other ZDoom-based ports. Spoiler A small video demonstration (thanks to @RastaManGames): Screenshots were taken in different ports (1 - Rude Doom, 2 - DSDA, 3 - GZDoom, 4 - Doom Retro, 5 - Eternity Engine, 6,7 - prBoom+, 8 - Nugget Doom) Edited May 14 by DRON12261 26 Quote Share this post Link to post
Volter/Voltage Posted March 23 WOW wow, such an event I have not seen anywhere else, so to do and succeed in such a magical performance, I had a headache, and not only the head I am now impotent, my wife left me and I generally now lost my job :( damn i became a bum when i played this mod, but it was worth it, and i advise you it's a feligran work. 2 Quote Share this post Link to post
Donowa Posted March 23 (edited) i don't think you need to include every pc doom sprite in the wad, i think narrowing it down to the ones that got hit hardest by palette conversion (hell knights, barons, doomguy) or emulating the downconversion using a custom palette would work just fine also, i find it strange that you use an upscale of the final doom ssg for the idle sprite but then switch to the original psx sprites (the ones scaled down for the 256x224 resolution) for the reload anim Edited March 23 by Donowa 1 Quote Share this post Link to post
Walter confetti Posted March 23 Sorry, didn't worked to me. In DSDA-Doom it says that there's no IWAD for the game? 0 Quote Share this post Link to post
Donowa Posted March 23 54 minutes ago, Walter confetti said: Sorry, didn't worked to me. In DSDA-Doom it says that there's no IWAD for the game? you're loading it as a pwad, right? 1 Quote Share this post Link to post
DRON12261 Posted March 24 (edited) 13 hours ago, Donowa said: i don't think you need to include every pc doom sprite in the wad, i think narrowing it down to the ones that got hit hardest by palette conversion (hell knights, barons, doomguy) or emulating the downconversion using a custom palette would work just fine also, i find it strange that you use an upscale of the final doom ssg for the idle sprite but then switch to the original psx sprites (the ones scaled down for the 256x224 resolution) for the reload anim Maybe later, when I have time, I'll make a more detailed selection of those sprites that differ from the vanilla ones, for now I mostly just took resources directly from Doom PSX. Palette is not an option, because I made it strictly optional, since there are wads that can have their own special palette inside. It is clear that for Ancient Aliens everything will be broken to hell, but for a palette, for example, as in NoSp2, everything will be fine. SSG was a separate pain for me, because it had the most problems with the aspect ratio of sprites, which I fixed in other sprites (as far as I know, in Doom PSX pixel was rendered in the ratio of 8:7, but I can not be sure, I also checked with the size of sprites from Doom2.wad). For the most part, this effect is probably because I took the idle sprite from other Doom PSX style wads, but I really wanted to fit the rest of the animation frames from Doom PSX, because they still look different than the vanilla ones from Doom2.wad. I'll probably revisit this point a bit later. Thanks for feedback 12 hours ago, Walter confetti said: Sorry, didn't worked to me. In DSDA-Doom it says that there's no IWAD for the game? It's really strange, because everything works on my DSDA. Are you definitely loading VanillaPSX as a PWAD while plugging in any of the 4 official IWADs? Try the Doom Runner, at least I had no problems with it, but even if I just drag and drop the wad onto the DSDA icon it runs fine too. Edited March 24 by DRON12261 0 Quote Share this post Link to post
Walter confetti Posted March 24 Mh... yesterday i tried only with Doom 2 and using ZDL as a launcher... 0 Quote Share this post Link to post
Donowa Posted March 24 3 hours ago, DRON12261 said: Maybe later, when I have time, I'll make a more detailed selection of those sprites that differ from the vanilla ones, for now I mostly just took resources directly from Doom PSX. Palette is not an option, because I made it strictly optional, since there are wads that can have their own special palette inside. It is clear that for Ancient Aliens everything will be broken to hell, but for a palette, for example, as in NoSp2, everything will be fine. i know it's a pain to do, but afaik having unmodified iwad assets (i.e. without any palettization or edits) is a big no-no so i think you should not put it on the backburner 0 Quote Share this post Link to post
DRON12261 Posted March 24 2 hours ago, Donowa said: i know it's a pain to do, but afaik having unmodified iwad assets (i.e. without any palettization or edits) is a big no-no so i think you should not put it on the backburner Actually technically I didn't take anything from the IWADs themselves, I took and edited everything from the image of the DOOM PSX game for Playstation 1. Except probably the archvile sprites, I honestly don't remember where exactly I got them from and why. But I remembered that SLADE has a special function to check for duplicates from IWAD and they were the ones that got deleted. So soon I will make a small update, where I will remove some unnecessary such sprites (there are about 27 of them), and fix offsets on some pictures. And maybe I'll try to do some tricks with ssg sprites, I've got a couple of ideas to experiment with. 5 hours ago, Walter confetti said: Mh... yesterday i tried only with Doom 2 and using ZDL as a launcher... I think I may have figured out why you're not running it. How exactly did you download the wad? On github there were links at the bottom of the description to the releases, try downloading from those links. Because there was a funny situation with another person, when he right clicked on one of them in the list of files in the repository, and instead of downloading the file itself he downloaded a link to the page with this file, and Chrome automatically substituted the name of this wad file as the name for this link, including the .wad extension itself. To help avoid this, I've adjusted the link in the post so that it leads directly to the description with the download and doesn't show a list with the repository files themselves. And just in case, I added a blank file named "DO NOT DOWNLOAD FROM HERE, LINKS IN DESCRIPTION BELOW" to the repository itself XD 1 Quote Share this post Link to post
DRON12261 Posted March 24 (edited) V5 Released: - Changed SSG sprite - based on sprite from Final Doom PSX; - Weapon offsets are now centered; - Some new graphics in the menu, as well as corrected offsets of some interface images. (thanks to lafoxxx [B0S]); - Removed Archvile sprites - they were partially duplicated with those in the official DOOM2.WAD.@Donowa There are definitely no duplicate resources from the official IWADs in the mod now, thanks for reminding me of that. To make sure there are definitely no problems, I also removed the old release from GitHub containing the official resources. I also changed the SSG sprite, and I think this is the best option. Edited March 24 by DRON12261 3 Quote Share this post Link to post
Walter confetti Posted March 25 15 hours ago, DRON12261 said: On github there were links at the bottom of the description to the releases, try downloading from those links. Oh, i see. Thanks, i'll re-download them from there! 1 Quote Share this post Link to post
DRON12261 Posted March 26 If you want the same way music from Aubrey Hodges, there is one wonderful big music randomizer created by Big_Dorbo. But it only works on ZDoom, RZDoom, GZDoom and other ZDoom-based ports. 1 Quote Share this post Link to post
Psychotechnica Posted March 26 Oh man, imagine releasing a mod without knowing this stuff is out :D 0 Quote Share this post Link to post
DRON12261 Posted March 27 7 hours ago, Psychotechnica said: Oh man, imagine releasing a mod without knowing this stuff is out :D In the form in which my work is presented, I did not find any analogs, actually this is the reason why I decided to build this wad. I wanted to touch on almost every possible aspects of near-vanilla to replace/adapt to the Doom PSX aesthetic, but even here there's still work to be done. At the very least I'm thinking of adapting some of the stock UI graphics related to deathmatch later on, as well as looking at optional adaptations within the various sur-ports that have their own extended default graphics assets, hud extensions(for example, on ZDoom, Nugget Doom, DSDA, ...), etc. But I won't get too ahead of myself just yet. The only thing that had a relatively similar idea was "PSX Doom for Vanilla Doom", but it wasn't fully realized as I would have wanted, + there was a Dehacked patch, which has a risk of conflict with different wads with custom Dehacked. But there was a great adaptation of PSX HUD for PC Doom, which I used in VanillaPSX (of course, indicating the source in Credits). 0 Quote Share this post Link to post
elf-alchemist Posted April 1 This is awesome, I have been just playing with it over some vanilla-esque WADs, and I can say for sure I love this asset pack, since I recently got PSX music playing Woof! too, I have been having a blast with the changes. It is just enough to make some replays very much worth while. Pray tell, my friend, can there ever be a version of this WAD with the PSX Final Doom STBAR? I find it slightly more polished looking than the one from PSX Doom, and I just like the way it looks some more. 0 Quote Share this post Link to post
DRON12261 Posted April 1 6 hours ago, elf-alchemist said: This is awesome, I have been just playing with it over some vanilla-esque WADs, and I can say for sure I love this asset pack, since I recently got PSX music playing Woof! too, I have been having a blast with the changes. It is just enough to make some replays very much worth while. Pray tell, my friend, can there ever be a version of this WAD with the PSX Final Doom STBAR? I find it slightly more polished looking than the one from PSX Doom, and I just like the way it looks some more. Do you mean exactly the same, with the same layout of interface elements? If so, this is impossible to implement in many near-vanilla source ports, but maybe later I could try to make an optional patch for Nugget Doom, DSDA and ZDoom, where there is support for flexible player HUD modification (I was also thinking of making an optional HUD like in Doom 64). 1 Quote Share this post Link to post
elf-alchemist Posted April 1 10 minutes ago, DRON12261 said: Do you mean exactly the same, with the same layout of interface elements? Sorry my friend, I expressed my self poorly there. I meant to speak of, in regards to the subtle difference beteween textures in PSX Doom and PSX Final Doom, not necessarily the layout itself. As per can be found in the Wiki of Doom. Never minding the subtle darkening of... well, everything, the texture on PSX Final Doom looks perhaps, as though it is of polished stone, when compared to it's own, previous iteration. Forgive me for the confusion. I understand it is particularly subtle, and there may not already some iteration of the Final texture to use to make a standard STBAR, but if you could even so much as consider adding such a subtle new change, it would be much appreciated. 0 Quote Share this post Link to post
DRON12261 Posted April 1 30 minutes ago, elf-alchemist said: Sorry my friend, I expressed my self poorly there. I get it now. Well, that sounds interesting, I'll consider implementing something like that if I have time. 1 Quote Share this post Link to post
Lila Feuer Posted May 12 I lowkey wanna see the textures replaced with their PS1 conversions, but I realize not every PC texture has its equivalent included, for the ultimate experience. 1 Quote Share this post Link to post
DRON12261 Posted May 14 V6 Released: - Fixed key offsets on statusbar and HUD. - Added sounds for WolfensteinSS and Icon of Sin (taken from D64GraphX by Craneo). 2 Quote Share this post Link to post
DRON12261 Posted May 14 A small video demonstration (thanks to @RastaManGames): 2 Quote Share this post Link to post
Harry Anoos the 3rd Posted May 20 I've tried using the psx pallete pwad but i don't see any difference. i'm using prboom+. 0 Quote Share this post Link to post
elf-alchemist Posted May 23 (edited) Just passing to show a couple of videos I made on my Masterpack PSX TC Addon, nothing too big, I was just testing out some new tracks for some maps. VanillaPSX is awesome, @Aubrey Hodges is awesome, and I'm loving playing through this silly megawad project I made, with PSX Doom as a Total Conversion. The ever-present feeling invoked by the OST makes all of these levels actually feel like are happening in hell itself, an amazing concoction! I can't call it feeling of "sense of creepiness", or a feeling of "something is wrong". It's more like dread. A dread-inducing wind, blowing away the action, and turning it into a hellish fear. It is beautiful. Edited May 23 by elf-alchemist 0 Quote Share this post Link to post
elf-alchemist Posted May 23 (edited) . Edited May 23 by elf-alchemist how did i successfully double post? 0 Quote Share this post Link to post
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