Jump to content

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


Recommended Posts

3 hours ago, Agent6 said:

^ That wasn't normal behavior? 

Normal? What do you mean?

You talking about the monsters? Or me punching everything in sight?

Share this post


Link to post

Doomguy speed is increased and enemies projectiles are very slow in psx doom, I guess it is the reasons why you think berserk is OP.

Share this post


Link to post

So uhh, I think the gravity's a bit too low on the PSX side of things. I'm able to make certain jumps that are impossible to do in the actual PSX game, for example, this jump in Command Control:

I checked on actual hardware, this should not be possible.

Share this post


Link to post
2 hours ago, leodoom85 said:

Normal? What do you mean?

You talking about the monsters? Or me punching everything in sight?

 

13 hours ago, leodoom85 said:

Berserk is so OP man.....just watch map 30...

 

Punching everything in sight I guess? It seemed normal to me.

 

About weapons, it's entirely possible I'm imagining things now since my brain works in very dubious ways sometimes, but the SSG still seems to exhibit inconsistent damage? Barons don't seem to always die in 5 blasts, and Hell Knights in 3 (didn't test on other enemies).

 

1 hour ago, SteelPH said:

So uhh, I think the gravity's a bit too low on the PSX side of things. I'm able to make certain jumps that are impossible to do in the actual PSX game, for example, this jump in Command Control:

 

I checked on actual hardware, this should not be possible.

 

That doesn't look normal to me either, I doubt you're supposed to make that jump without the platform raised.

 

But, how did you get the vertical bars on your screen? I've looked for an option for letterbox format but couldn't find anything.

Edited by Agent6

Share this post


Link to post
1 hour ago, Agent6 said:

But, how did you get the vertical bars on your screen? I've looked for an option for letterbox format but couldn't find anything.

Oh, That's just how I have the scene set up in OBS, carried over from my streams.

Share this post


Link to post
1 hour ago, SteelPH said:

Oh, That's just how I have the scene set up in OBS, carried over from my streams.

 

Huh, thought it was the game. There should be a way to enable the format according to the changelog, but wasn't able to find it. 

Share this post


Link to post

All very well is almost like the original, but for me only one thing is missing, the sound of the chaingun is not similar, sound different, have no echo, and seems half stuck, even the sound of the chaingun of doom psx tc is almost equal to original, if it is a matter of making a faithful recreation of the original, that sound should be corrected, if that sound effect is not possible, I would recommend applying the same sound effect of the chaingun of the doom psx tc

Share this post


Link to post
2 hours ago, Agent6 said:

 

Huh, thought it was the game. There should be a way to enable the format according to the changelog, but wasn't able to find it. 

Well, why not just play using a 4:3 resolution?

Share this post


Link to post
3 hours ago, CoTeCiO said:

Well, why not just play using a 4:3 resolution?

 

Have to mess with the driver settings to prevent it from stretching on my screen since my monitor doesn't have any settings to do this from its menu (and drivers seem way to fragile sometimes, which is why I refuse to mess with their settings), so I was hoping they could add the option to force the aspect ratio correction from the game itself (currently setting the Force Aspect Ratio in the game to 4:3 only makes the game look like in the screenshots I've posted on the previous pages).

 

Later versions of GZDoom have additional options available in their settings menu to change the format to letterbox. 

Edited by Agent6

Share this post


Link to post
On 12/14/2018 at 9:36 PM, CoTeCiO said:

That's cool! I'm really interested in having that tool, any chance of you guys uploading it?

 

Thanks for the greeting! You don't know how much I've been playing with this thing today! I'm really enjoying it!

 

Sure we can upload it soon but there's still work to do, we also have to improve the code for it so users will not deal with issues and so on. 

On 12/15/2018 at 8:51 AM, 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.

 

 

the Lost levels are not included here, but maybe my brother can do a little magic to get them running here.

 

On 12/15/2018 at 9:24 AM, CoTeCiO said:

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.

Hahaha, who told you about we are also going to include the Master Edition levels here? are you a Prophet or something like that? we are going to do this upon finishing that project,,, more things are coming,,, this project is not finished at all ;)

 

On 12/16/2018 at 9:15 AM, Avoozl said:

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

don't think like that. We credited the PSX Doom/Final Doom TC in this project.

 

On 12/16/2018 at 12:44 PM, leodoom85 said:

Although, I found something weird.....is that intentional that shotgunners gives you 8 shells instead of 4?

This was an awful bug, fixed now :)

 

On 12/17/2018 at 6:02 AM, FrenchGuy said:

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.

I don't know anything about that... but if it keeps annoying for people, we could make them more or full solid instead of transparent.

 

On 12/17/2018 at 1:07 PM, Chris0neilson said:

Hi. Thank.

I made Custom Level:

Hi, great!!! how did you do that???

 

 

Share this post


Link to post
On 12/18/2018 at 5:34 PM, leodoom85 said:

Berserk is so OP man.....just watch map 30...

 

just like the other guys were saying,,,that's the normal behavior. In the real hardware you can even do that and kill Hell Knights and Barons with your bare hand, using a dose of Berkserk! of course.

19 hours ago, SteelPH said:

So uhh, I think the gravity's a bit too low on the PSX side of things. I'm able to make certain jumps that are impossible to do in the actual PSX game, for example, this jump in Command Control:

I checked on actual hardware, this should not be possible.

Every single bug has its own explanation. The current gravity is edited...yes, edited and its my fault. We had the correct gravity for the game before its release. What happened? Try this on the real hardware, go to Tenements and go to the secret place which holds a BFG9000, once you get there try to find a better position in order to leap onto the gray bridge, Hint: once you find your position, keep very close to the wall behind you and hold run button and then press move forward so you will reach the bridge... 

Does this have something to to with the bug? Yes, the hardware's frame rate always help you to reach the bridge, Now again in the real hardware, try the same steps but this time using automap, you will not reach the bridge. If you try this on Xebra emulator, this will not happen, just like using automap in the real hardware.

Thanks for reporting this AWFUL bug, I didn't know this would happen. We did this because there would be users that would request the player must get to the bridge because it happends on the real hardware but look what it caused, you can beat level04 without using a rockect launcher to get to the exit. We will fix this and bring back the real gravity we had before. 

 

15 hours ago, Alberto Parodi said:

All very well is almost like the original, but for me only one thing is missing, the sound of the chaingun is not similar, sound different, have no echo, and seems half stuck, even the sound of the chaingun of doom psx tc is almost equal to original, if it is a matter of making a faithful recreation of the original, that sound should be corrected, if that sound effect is not possible, I would recommend applying the same sound effect of the chaingun of the doom psx tc

Actually the chaingun has no echo in the real game, the real problem is that the chaingun has a click or clang sound when firing.

 

10 hours ago, Agent6 said:

 

Have to mess with the driver settings to prevent it from stretching on my screen since my monitor doesn't have any settings to do this from its menu (and drivers seem way to fragile sometimes, which is why I refuse to mess with their settings), so I was hoping they could add the option to force the aspect ratio correction from the game itself (currently setting the Force Aspect Ratio in the game to 4:3 only makes the game look like in the screenshots I've posted on the previous pages).

 

Later versions of GZDoom have additional options available in their settings menu to change the format to letterbox. 

I'm so sorry to disappoint you, my friend, but we can't add the letterbox feature here. We actually hope that official GZDoom ports can add the Master Edition features in it or my brother might add all of the Master Edition features in later versions of GZDoom. Our PC isn't that good to render newer GZDoom versions and I'm not sure if our laptop could. It's up to my brother, if we cannot add the Letterbox here, who knows if we could add everything displayed here for a newer version of GZDoom, just time will tell us that. Let's keep the faith!

Share this post


Link to post
15 minutes ago, Gerardo194 said:

just like the other guys were saying,,,that's the normal behavior. In the real hardware you can even do that and kill Hell Knights and Barons with your bare hand, using a dose of Berkserk! of course.

 

Also classic Doom, if you're fast enough it's quite easy to berserk HK and Barons without taking any damage ;) .

 

16 minutes ago, Gerardo194 said:

I'm so sorry to disappoint you, my friend, but we can't add the letterbox feature here. We actually hope that official GZDoom ports can add the Master Edition features in it or my brother might add all of the Master Edition features in later versions of GZDoom. Our PC isn't that good to render newer GZDoom versions and I'm not sure if our laptop could. It's up to my brother, if we cannot add the Letterbox here, who knows if we could add everything displayed here for a newer version of GZDoom, just time will tell us that. Let's keep the faith!

 

Ouch. NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO--

 

Eh, I'll live with it if the letterbox feature doesn't get added at some point, just been optimistic it could be backported or something, but should that not be possible I won't be mad.

 

Btw, do still check the SSG and Shotgun damage when you have time, so that I can rest, knowing I'm not imagining inconsistent behavior :v .

 

19 hours ago, Agent6 said:

but the SSG still seems to exhibit inconsistent damage? Barons don't seem to always die in 5 blasts, and Hell Knights in 3 (didn't test on other enemies).

 

Checked yesterday on some freshly alerted enemies in D64 and it appears to still happen. Or my aim is so bad even at almost point blank some of my pellets are missing the target, 2 possibilities :v .

Share this post


Link to post

I'm so glad you won't be mad about it, not like Vegeta haha, I don't know if you remember that my brother was able to get Master Edition running on GZDoom 3.0.0?

who knows if that can happen with a newer version ;) 

 

Yes, I'm still checking both shotguns. I don't think it must have your aim, if you have play them on their real hardware, pinkies die with two or three shotgun blasts and with one SSG blast; Cacos can even resist two SSG blasts and be still alive in both PSX and D64,

Edited by Gerardo194

Share this post


Link to post
1 hour ago, Gerardo194 said:

I'm so glad you won't be mad about it, not like Vegeta haha, I don't know if you remember that my brother was able to get Master Edition running on GZDoom 3.0.0?

who knows if that can happen with a newer version ;) 

 

I guess we'll see, but until then there's still room for improvement for this special version of GZDoom xd. It would be pointless to be mad about a feature not present in older versions anyway, but who knows, maybe both will happen, maybe not.

 

1 hour ago, Gerardo194 said:

pinkies die with two or three shotgun blasts and with one SSG blast

 

Checked.

 

1 hour ago, Gerardo194 said:

Cacos can even resist two SSG blasts and be still alive in both PSX and D64

 

Checked.

 

20 hours ago, Agent6 said:

Barons don't seem to always die in 5 blasts, and Hell Knights in 3

 

But also checked.

Edited by Agent6

Share this post


Link to post
4 hours ago, Gerardo194 said:

I don't know anything about that... but if it keeps annoying for people, we could make them more or full solid instead of transparent.

 

Yes indeed, a more solid hud will be nice to have in the future, if it's not possible to have a switch option for choose the percentage of transparency, I thought that this transparency option was hidden.

Share this post


Link to post
3 hours ago, FrenchGuy said:

 

Yes indeed, a more solid hud will be nice to have in the future, if it's not possible to have a switch option for choose the percentage of transparency, I thought that this transparency option was hidden.

 

I second this, but adjustable transparecy would be the best option. If not, I'm down for solid numbers too. 

Share this post


Link to post

Okay so I think I found a bug here:

 

vCjtH9O.jpg

 

More exactly, when the switch is activated and the trap triggers, if you kill the Pain Elemental before the HKs spawn an indefinite number of PEs will spawn in the place of the original. I have no idea if their number is infinite or not (I died after 3 since I didn't expect it to glitch, obviously), and the second time I came to the area I waited for everything to spawn first and only then proceeded to kill the enemies. This time around PEs did not keep spawning, after the first one died no one else came through. This was on Watch Me Die.

Edited by Agent6

Share this post


Link to post
12 minutes ago, Gerardo194 said:

Ok, I'm gonna check this up in both Master Edition and real hardware.

 

 

Judging by this, 3 PEs are supposed to come through one by one on Watch Me Die, followed by the HKs. What a bizzarre anomaly I experienced here.

Share this post


Link to post

In the real hardware game, 5 PE's are supposed to come through that hole before the Hell Knights. The macro in Master Edition is okay but the bug is the first PE isn't blocking the other four like on the actual game, causing 5 PE coming through if you keep yourself quiet upon pressing the button. you can get the five PE in the real game by killing them all very fast before the Hell knights make their appearance, if you keep quiet, there will be just one PE.

Another thing to fix.

Share this post


Link to post
1 hour ago, Gerardo194 said:

Another thing to fix.

It is not a bug. I am pretty sure you are intended to spawnblock the other 4 so you only get the 1. I built it this way in Retribution as well and intend to keep it as it is in the original.

Share this post


Link to post

Yeah, I just tried it in Doom 64 Retribution and the Pain Elemental is blocking the other four. But we have to fix this in this one, I don't know anything about programming in GZDoom but I guess the spawnblock thing you mentioned isn't working here. 

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...