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[Update V2] PSXDOOM / PSXFINALDOOM / DOOM64 on Gzdoom [GEC] Master Edition. DEC 17 2018.


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Will the lost levels also be added to this once they're finished?

 

Or are they in here and there's a way to get to them using console? Command "map lostlevel<insert number>" doesn't seem to work.

 

 

Edited by OniriA

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33 minutes ago, OniriA said:

Will the lost levels also be added to this once they're finished?

 

Or are they in here and there's a way to get to them using console? Command "map lostlevel<insert number>" doesn't seem to work.

 

 

They aren't included, but they should work right out of the box if you copy the file from the TC, except that maybe certain things would not work as expected like the music, the skies or some monsters. It shouldn't be too difficult to "port" the lost levels, maybe you have to tweak the sky flats and modify MAPINFO so it matches the structure of the master edition and it should be ready.

 

EDIT: Wait, are you talking about GEC version of the lost levels? If so, we will just have to wait. As I said before, this mod (should I call this a mod?) cannot read PSX formatted maps, so they have to be converted to UDMF to be played. I guess the guys will convert them and release them once the project is finished.

Edited by CoTeCiO

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Done with PSX Doom 2.

 

Pretty darn sweet to experience the real deal *GEC is still intensifying*. These levels weren't as noticeably different from the TC overall, except for maps like The Crusher maybe, that one really stood out, but still awesome anyway. Now moving to Final Doom, Plutonia first :).

 

Oh, just so this doesn't get lost (and because I'm hoping to see this eventually):

 

8 hours ago, Agent6 said:

I think it would be perfect to also have a way to run the game in letterbox format so that when you pick a 4:3 resolution (or just enable the feature, or both, or something) you get black bars on the left and right side of the screen. Recent versions of GZDoom have an option to run the game in letterbox format. 

 

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18 hours ago, Gerardo194 said:

About removing the midi loops, we don't consider that yet. If we had done that before, I'm pretty sure there would be people requesting them back and saying this was like that in the actual PSX, let's wait for more feedback for it.

I really don't think the loops are supposed to be there in the first place from Hodge's POV.  I think that it's a bug of the PSX/N64 systems which causes the music to stop after it finishes. To be frank, I don't think anyone would bother asking to put the loops back; they want to hear it all the time they are in the level.

Edited by Impboy4

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1 hour ago, Impboy4 said:

I really don't think the loops are supposed to be there in the first place from Hodge's POV.  I think that it's a bug of the PSX/N64 systems which causes the music to stop after it finishes. To be frank, I don't think anyone would bother asking to put the loops back; they want to hear it all the time they are in the level.

@Impboy4 with all due respect, one thing is to believe and another is to know from the original format, the midis of Psx Doom / Final and Doom 64 are the same format, and it is not a mistake of the console, this system was created by Williams, for these games and there are really parameters in the midis that have a start and end mark, so that it plays in a loop, if the midis lack these pararaters the midis will only occur once, as happens in the map 07 of original Doom64 and @Kaiser you can confirm it also, besides not only Doom uses this format, I also use it, MK3 psx MKT n64, Quake n64 and possibly other games developed by (Williams / Midway).

Edited by Erick194

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2 hours ago, Erick194 said:

@Impboy4 with all due respect, one thing is to believe and another is to know from the original format, the midis of Psx Doom / Final and Doom 64 are the same format, and it is not a mistake of the console, this system was created by Williams, for these games and there are really parameters in the midis that have a start and end mark, so that it plays in a loop, if the midis lack these pararaters the midis will only occur once, as happens in the map 07 of original Doom64 and @Kaiser you can confirm it also, besides not only Doom uses this format, I also use it, MK3 psx MKT n64, Quake n64 and possibly other games developed by (Williams / Midway).

Well, if that's the case then all the midis should have loop points except the ones that don't loop; however they're not; it's the opposite.  But really brothers, please either delete the loop points or at least move the start to the beginning of each track, we can do a little inaccuracy.

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Done with PSX Plutonia now. Rather short but I already knew this. Didn't notice any bugs but it's noticeable how a more horror take didn't work as well for Plutonia as it did for TNT, Ultimate Doom, and Doom 2.

 

Currently blasting through TNT now, but I noticed a minor visual glitch in Crater's underground tunnels. More exactly, in the tunnel with the Arachnotron (with the larger windows) behind the fake wall where I could see a lamp and parts of some lights from a ceiling in the sky. It's the windows at the 1:53 mark in Zdenda's video:

 

 

E: Actually decided to just replay the level and make some screenshots. Yup, it is indeed the tunnel with the hidden Arachnotron:

 

ZmGcndV.png

 

U8IbL0M.png

 

The sky seems fine in Zdenda's video so my guess is, it's probably not a bug carried over from the console.

 

(literally me this week):

Spoiler

2p3er9.jpg

 

Edited by Agent6

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Something I noticed in this conversion, the regular movement seems to be very fast. And running speed makes you literally dash through the map and turns doomguy into Sonic.

 

I can't remember it to be this fast in the original? 

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Well, it has been almost 20 years  since I played the original disc, must have grown accustomed to the speed of the pc version in the consequent period I guess.

 

 

Edited by OniriA

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1 hour ago, OniriA said:

Something I noticed in this conversion, the regular movement seems to be very fast. And running speed makes you literally dash through the map and turns doomguy into Sonic.

 

I can't remember it to be this fast in the original? 

 

I've also asked the same question on the previous pages, and Gerardo said that PSX Doomguy is indeed faster than the PC counterpart. It's the reason why I barely ran in GEC :v. 

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1 hour ago, OniriA said:

Something I noticed in this conversion, the regular movement seems to be very fast. And running speed makes you literally dash through the map and turns doomguy into Sonic.

 

I can't remember it to be this fast in the original? 

It is, they did it to compensate the somewhat erratic framerate that the port has. If you are running and suddenly the game reaches full framerate, you'll start dashing around, but it wouldn't happen too often because the game rarely ran at it's absolute maximum framerate, that's why you wouldn't notice that very easily.

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So does this make the original PSX Final Doom TC which I happened to attribute to pointless now?

Edited by Avoozl

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31 minutes ago, CoTeCiO said:

It is, they did it to compensate the somewhat erratic framerate that the port has. 

Oh, so it indeed is.

 

The original game ran around 30 fps, so I've capped the fps to 35 to supress and reduce the speed and dashing wich happens too often on my end.

Edited by OniriA

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1 hour ago, Avoozl said:

So does this make the original PSX Final Doom TC which I happened to attribute to pointless now?

 

I don't think the Lost Levels work with GEC yet, and GEC doesn't work with newer versions of GZDoom at the moment either. 

 

But, if you're looking for the real deal/closest a PC port could come to the actual console then in this case I would say yes, the TC is obsolete from that POV. 

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@Erick194Sup bro. I just did a stream of this conversion and probably I'll post the VOD. Nice to go back to this version of Doom. 
Although, I found something weird.....is that intentional that shotgunners gives you 8 shells instead of 4? 

 

edit: I played on UV

Edited by leodoom85

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42 minutes ago, Erick194 said:

Hey guys, there's an update in the OP.

 

Firing error in SSG and Shotgun... hm... did this error affect their power/accuracy? I did in fact notice that both weapons were sometimes pretty ineffective, like, on UV Shotgun Guys would survive Shotgun blasts surprisingly often even at point blank, and the SSG would often NOT one-shot-kill enemies that it should, such as Pinkies. Even Hell Knights would survive 3 point blank SSG blasts too, and annoyingly often. 

 

Unless both weapons are less precise and powerful in PSX Doom and Final Doom, but since there was an error... maybe what I experienced was part of the bug or the bug itself? 

Edited by Agent6

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Yes @Agent6, this was a bug we didn't know that was there, but was finally fixed. Shotguns were sometimes (or most times) ineffective  or stronger than usual. Problem we weren't having in old testing versions. If you still continue having weird situations with it, please report!

 

 

I just realized we have a typo mistake in Doom64. If you check the option (angle trun double) I think my brother wanted to say (double angle-turning) which I had called it (fast turning) this option enables a faster turning for Doom64. It doesn't affect demos. We will fix this typo soon.

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10 minutes ago, Gerardo194 said:

Yes @Agent6, this was a bug we didn't know that was there, but was finally fixed. Shotguns were sometimes (or most times) ineffective  or stronger than usual. Problem we weren't having in old testing versions. If you still continue having weird situations with it, please report!

 

 

I just realized we have a typo mistake in Doom64. If you check the option (angle trun double) I think my brother wanted to say (double angle-turning) which I had called it (fast turning) this option enables a faster turning for Doom64. It doesn't affect demos. We will fix this typo soon.

 

I'm currently blasting through the Master Levels, I'll see how both behave when I get home. Good to know it was indeed a bug, I used to think their RNG was maybe just all over the place :v.

 

I suppose the minor graphical glitch in TNT's Crater will be fixed in a future version then, figured it might make it into this update but it came sooner than expected. 

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TNT's Crater was also fixed in this version. I guess we forgot to include one two or three updates in the change log. 

My brother was in a rush because he had to sleep. 

 

But I'm seeing there are other levels that are suffering this graphical glitch as well. I'm gonna be keeping an eye on this glitch.

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22 minutes ago, Gerardo194 said:

TNT's Crater was also fixed in this version. I guess we forgot to include one two or three updates in the change log. 

My brother was in a rush because he had to sleep. 

 

But I'm seeing there are other levels that are suffering this graphical glitch as well. I'm gonna be keeping an eye on this glitch.

 

Noice. 

 

But there's more? That's interesting, maybe I wasn't looking hard enough for visual bugs in the rest of the maps, but Crater was pretty much the only place I spotted it. 

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Yes, there are some of them, not too much. There are some of them that actually appears in the actual console game, e.g. Plutonian's The Death Domain, next to the yellow key card sector, there's an elevator that takes you to a room with two Barons or Hell knights, if you turn back to the elevator, you will see this graphical glitch there, just like the actual PSX game. It might have been the conversor that create more of this glitches or the port itself. 

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3 hours ago, Gerardo194 said:

Yes, there are some of them, not too much. There are some of them that actually appears in the actual console game, e.g. Plutonian's The Death Domain, next to the yellow key card sector, there's an elevator that takes you to a room with two Barons or Hell knights, if you turn back to the elevator, you will see this graphical glitch there, just like the actual PSX game. It might have been the conversor that create more of this glitches or the port itself. 

 

Interesting.

 

Okay so I've updated to the new version but didn't play just yet because right after doing my setup I failed to notice something. According to the changelog, you should be able to get vertical black bars on the sides of the screen now somehow, if you want. But how?

 

Been hoping that letterbox format is now a thing since it was mentioned, so I could make the game look similar to how Crispy and Choco look. Like this I mean:

 

Spoiler

 

 

E: Meanwhile in Master Levels' Canyon:

 

w8W3wiF.png

Edited by Agent6

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How remove this transparency effect on the full screen hud? I find than it's not very beautiful with the item pickup messages and sometimes the numbers are difficult to read.

Screenshot_Doom_20181217_125019.png.2fb8343b02a9dfc8f308b94873dd6cf4.png

Edited by FrenchGuy

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Finished the Master Levels now too. Stellar job with the Playstation port. Didn't notice any other glitches except that one with the sky in Canyon, and the shotguns seem to work correctly now, although I did have an instance when a lonely Hell Knight died in 2 SSG blasts. Still, there were some enemies scattered around so it's entirely possible he took some damage from them first, but I thought I might as well bring it up should the need for further investigations arise, it's was a pretty shitty glitch. 

 

Moved on to Doom 64 and unholy hell this is insane. It doesn't just look but also plays and feels like the real deal too, couldn't even notice any differences between GEC and EX at first glance. Even the secrets seem to be where they should, I finished the first level and Hectic could be accessed just like it should, by blowing up all the barrels in the level and taking the secret teleport at the start (but stopped at the start of Hectic, got my dose of Doom for today). I can't wait to get my hands on the Unmaker to see how it works in GEC, in addition to to running into Pain Elementals in order to experience the behavior of their Lost Souls (damage through walls when they explode if they don't have enough room to spawn). 

 

I did notice a small glitch though. The options menu has some flickering (didn't pay much attention to the pause menu to see if it flickers too). It's nothing major but I could notice some flickering letters every 5 seconds or so. 

 

I'd also like to suggest changing the behavior of the Restore Defaults button in the options. I was doing my settings in Doom 64 and accidentally screwed up something, so I figured I might just use that function to revert the changes since I didn't know their defaults, BUT, when I did this they changed to something different from what I've originally seen when I fired up the game for the first time. I think it applied the GZDoom defaults instead of the ones you guys set up for us. It would be great to have this behavior changed, for obvious reasons. 

Edited by Agent6

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@Agent6 I just spotted all of the graphical glitches in Doom and Final Doom, which many of them appear in the actual console game. There are many of them!!!! I tested the Master Edition and both games in my Play Station to compare all of these glitches and the results are the same just that GZDoom just display two or three more of these glitches in maps where the glitches are displayed in the actual game.

It was a hard job... It's hard to deal with the low Play Station resolution versus a higher resolution. 

 

 

Well, it's time to sleep. I'm replying to some posts and questions later. We've been very busy with other stuff. See you guys!

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1 hour ago, Gerardo194 said:

@Agent6 I just spotted all of the graphical glitches in Doom and Final Doom, which many of them appear in the actual console game. There are many of them!!!! I tested the Master Edition and both games in my Play Station to compare all of these glitches and the results are the same just that GZDoom just display two or three more of these glitches in maps where the glitches are displayed in the actual game.

It was a hard job... It's hard to deal with the low Play Station resolution versus a higher resolution. 

 

 

Well, it's time to sleep. I'm replying to some posts and questions later. We've been very busy with other stuff. See you guys!

 

Oh wow, I can imagine what a tedious undertaking it must've been, especially in the maps set during night time which makes them hard to spot, provided some of them actually suffered from this bug. 

 

Well, time for a break I guess, it must've been pretty exhausting considering you guys are busy with other projects as well. 

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