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Re: PlayStation Doom TC

Posted: Wed Nov 21, 2012 12:00 pm
by fenderc01
Version 2.0 Released! Now out of beta...
Check it out over on this forum.

The project has been updated by the people over there and now includes the levels and music from Final Doom. Thanks to everyone for their hard work on an awesome project!

Re: PlayStation Doom TC

Posted: Wed Nov 21, 2012 2:06 pm
by BlueFireZ88
There's talk over at Doomworld about the possibility of new and more levels for the TC, like levels that were dropped in the console versions, but have them back in the TC. Any thoughts?

Re: PlayStation Doom TC

Posted: Mon Dec 24, 2012 2:00 pm
by JackAbs
Every time i click the link for version 2.0 i get a message saying its invalid, please help

Re: PlayStation Doom TC

Posted: Sun Nov 24, 2013 3:53 pm
by MSd7342
The TC are excellent, give me excellent results with MOD (Brutal v19!, Brutal Lite 19, NecroDoom, Doom64Stuff (My Doom 64 Stuff [Grafics & Weapons] project)
Tested (without MODs) in ZDoom v2.7.1
Tested (With MODs) in ZDoom v2.7.1

AND BOTH WORKS PEREFECTLY, SO WHAT ARE YOU WAITING, TRY IT!

Re: PlayStation Doom TC

Posted: Sun Nov 24, 2013 8:46 pm
by Ed the Bat
MSd7342 wrote:Tested (With MODs) in ZDoom v2.7.1

AND BOTH WORKS PEREFECTLY...

One type of mod that doesn't readily work with this is any that uses multiple custom classes. The menus in PSXTC have the New Game button point directly to EpisodeMenu, skipping PlayerClassMenu. I made a small patch to revert that (which does nothing to harm how the TC itself works) and allows playerclass mods to run. However, since PSXTC also declares playerclasses in KEYCONF instead of the proper MAPINFO method, any playerclass mod using the proper method also doesn't readily work.

Re: PlayStation Doom TC

Posted: Sun Jul 06, 2014 4:35 pm
by Asta Reena
how do i add lighting, who posted it before? Too many areas are too dark in game psx beta.

Flynn Taggart wrote:Some areas in levels are so dark you can't see anything. maybe brightening them up a bit in the next beta would be nice, maybe you can


fixed it needed gzdoom, i get a rabbit head stuck in the menu how do i get rid of it?

Re: PlayStation Doom TC

Posted: Sun Jul 06, 2014 11:33 pm
by Project Dark Fox
Asta Reena wrote:how do i add lighting, who posted it before? Too many areas are too dark in game psx beta.

Flynn Taggart wrote:Some areas in levels are so dark you can't see anything. maybe brightening them up a bit in the next beta would be nice, maybe you can


fixed it needed gzdoom, i get a rabbit head stuck in the menu how do i get rid of it?

That's your mouse cursor. Go to Mouse Options in the Options menu to get rid of it.

Re: PlayStation Doom TC

Posted: Tue Jul 08, 2014 1:20 pm
by Asta Reena
Project Dark Fox wrote:
Asta Reena wrote:how do i add lighting, who posted it before? Too many areas are too dark in game psx beta.

Flynn Taggart wrote:Some areas in levels are so dark you can't see anything. maybe brightening them up a bit in the next beta would be nice, maybe you can


fixed it needed gzdoom, i get a rabbit head stuck in the menu how do i get rid of it?

That's your mouse cursor. Go to Mouse Options in the Options menu to get rid of it.


Thanks :wub:

PS: Is it possible, maybe with Slade 3, to switch Mancubus in Tower of Bable to Ultra-Violence difficulty only by modifying map content in a pk3 file?

Re: PlayStation Doom TC

Posted: Sun May 24, 2015 10:20 am
by Fox666
Would it be possible to use a bigger version of the status bar face with the gib death from Jaguar?

I believe this is not a weird request, since the Playstation version derived from the Jaguar version, and the sole reason why there is a gib death for the status bar face in the Playstation is because there was one in the Jaguar.