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PSX Doom: The Lost Levels - New Pre-Beta Available courtesy of Salahmander2


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Gez said:

That can be fixed.

That's good to hear. I was supposing if it couldn't, we'd just have to break it down from "it's" to "it is" for example. It'd look silly to have a contraction without the apostrophe, though. :)

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ImageTool.

It was weird though. I used ImageTool to convert the bigfont to a BMP, then edited the BMP to add the characters, and then ImageTool again to convert the BMP back to bigfont. But then the palette got weird, instead of red characters they became blue for some reason. So I re-exported the font back to BMP, and re-reconverted this blue BMP back to font, and the colors were back to their original -- looks like ImageTool swapped the R and B channels during conversion, so swapping it back made things okay.

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That's bizarre, that would have sent me into a rage and taken the colour out my hair working that out. I also had weird thing happen, I pasted Jobs ending text in into word to convert it to lower-case, then copied it to doom builder. At first the ' wouldn't display in game, so I went back and seen the ' were all present. After scratching my head raw I tried retyping the ' and they were different for some reason, really strange.
Here they are again with the right kind of ' .
http://www.mediafire.com/download/e2yl44pg0obi08r/d6end.zip

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smart quotes, I never realized they had a name. I suppose it's clever stuff .... "he says as the mouse pointer slowly moves to click on the guide to turn them off, forever!"

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Guys I was thinking about nightmare imps. I know absolution is a long way off but there’s nothing wrong with having them ready. Maybe they could make a special appearance in NRFTL. Anyway here’s a prototype PSX Nightmare Imp. There’s a map in there called test01, if you warp to that you can see them in action. This is just a starting point, room for improvement in there am sure.
ID 400 uses normal Imp sprite with subtractive blending enabled, new purple coloured fire ball, speed and all that based on the Doom64 stats.
http://www.mediafire.com/download/ihc4c4asw04420w/PSXNMIMP.PK3

Actor PSXNightmareImp : PSXDoomImp 400
Health 60
PainChance 50
Speed 14

Actor PSXNightmareDoomImpBall : PSXDoomImpBall
Speed 16

There’s also blue fireball sprites in there which I think look better and feel more PSXish. Just change both NMBL in the decorate.txt to NMB2 that will swap the sprites round.

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Hmm, the beta for PSX Doom had nightmare imps that had the same double health as nightmare demons. I wouldn't be opposed to them being added to NRFTL with the original doubled health, as restoration of cut content, just like how we have Innermost Dens in Lost Levels. Its a shame no info exists on the fireballs it shot, aside from "just as deadly accurate"

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Nightmare Imps would be awesome in Absolution mappack. Don't know about NRFTL.

I found this issue:



I think I should just "lift" lowered sector. What do you think?

UPD: Fixed:




P.S.: What do you think about release trailer when this project will be finished?

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Lift lower would be better, about a release trailer, I'd love one. ;v;

Anyways, I have to agree that the Nightmare Imps would fit better for Absoulution.

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Tritnew said:

Lift lower would be better


I can't do it lower due to Face-blocks on Cyberdemon area.

But thanks. Trailer is already done, but I'll upload it only when project will be finished on 100% (that's why video called "Release trailer").


P.S.: Ok with Nightmare Imps, but what about MotherDemon?

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DeXiaZ said:

I can't do it lower due to Face-blocks on Cyberdemon area.

But thanks. Trailer is already done, but I'll upload it only when project will be finished on 100% (that's why video called "Release trailer").


P.S.: Ok with Nightmare Imps, but what about MotherDemon?


Would be Interesting to see the Mother Demon, but Is Absolution going to be DOOM 64, but with PSX DOOM? I think a Cyberdemon would be better as the final boss, but I'd like to see how the Mother Demon would be If the sprites and movements were done PSX style.

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Ragnor said:

Dexiaz, did you make sure that edit also applied to Forsaken Keep, if its a shared area?


I always thought that Forsaken Keep isn't Warrens. Just same locations on planet/dimension.

I'll fix it later if it makes sense

Well, ending-text isn't finished?

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Ragnor said:

Dexiaz, did you make sure that edit also applied to Forsaken Keep, if its a shared area?

Why, oh why, did I see Foreskin Keep in that? :(

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DeXiaZ said:

I always thought that Forsaken Keep isn't Warrens. Just same locations on planet/dimension.

I'll fix it later if it makes sense

Well, ending-text isn't finished?

Throughout development there's been issues with edits to one of the levels not being carried over to the other. Just making sure it doesn't happen again :)

Job said:

Why, oh why, did I see Foreskin Keep in that? :(

Remember, you can circumcise the cacos by sealing the door behind you :)

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Ragnor said:

Remember, you can circumcise the cacos by sealing the door behind you :)

Well played!

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OK, guys! Here we go:
http://www.mediafire.com/download/9hn12dsohckaffh/PSXLOST_build_09.10.2015_by_DeXiaZ.7z

Fixed all found bugs (maps lost01, lost11, lost18, lost21, lost29, lost62), fixed ending text (D6END [Scrolling in the end text] by ScottGray + DBIGFONT.lmp by Gez), added old-new titlepic (specially for The Lost Levels by me and BaronOfStuff)

Well...what's now? I only know I must redone my psxlostmus.pk3 but only after final release of the psxlost.pk3

Is this .pk3 finally finished?

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I assume this is where Eris got the name "The Innermost Dens" from, a thing Tom Mustaine himself said :p

I'll give the new PK3 a look shortly, im working on some Terraria stuff atm thats higher priority.

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Yeah, I found it kinda funny that Mustaine cited MAP14 as his favourite map in Doom 2, then immediately got its name wrong, so its a silly reference to that :)

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Lost18 - Black Tower. I guess this is the same situation DeXiaZ found at The Warrens level. Gonna keep looking around. Using God Mode, fooling around, looking for bugs.

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