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Re: PlayStation Doom TC

Posted: Mon Mar 24, 2008 6:14 pm
by Flynn Taggart
Oh wait one more questions. How come the god mode hud face wont show up when I pick up the sphere or go in god mode? All it shows is the regular face looking back and fourth.

Re: PlayStation Doom TC

Posted: Mon Mar 24, 2008 6:30 pm
by fenderc01
Flynn Taggart wrote:Oh wait one more questions. How come the god mode hud face wont show up when I pick up the sphere or go in god mode? All it shows is the regular face looking back and fourth.
It should work when you pick up the sphere. It does for me. It doesn't work in god mode because there is currently no way to check if the player entered the god mode cheat with ACS scripting.

And for anyone that is going to say "Use SBARINFO", it currently doesn't do everything I need it to do. At least I haven't figured out how to. So I am sticking with the ACS method. Ironically, I am in the process of trying to figure out this problem right now.

Re: PlayStation Doom TC

Posted: Mon Mar 24, 2008 6:58 pm
by Flynn Taggart
Ok I got it. Just figured it out, too. Well I got what I got. Can't wait for the next beta. And as I said before: Make a PSX Final Doom :D :D :D.

Re: PlayStation Doom TC

Posted: Tue Mar 25, 2008 7:31 pm
by Flynn Taggart
But I swear the really dark areas were brighter in the original PSX and some of the flashing lights areas flashed completely black then light back up in the original PSX, too.

Double post :?.

Re: PlayStation Doom TC

Posted: Tue Mar 25, 2008 8:54 pm
by Nuxius
Flynn Taggart wrote:But I swear the really dark areas were brighter in the original PSX and some of the flashing lights areas flashed completely black then light back up in the original PSX, too.
My guess is that they changed some things in the other versions for some reason. In the original North American "long box" (not GH) release, the exit room in MAP02 (E1M2) pulsated from pitch black to bright red, instead of a static yellow like it is here. Ditto for the exit room in MAP01 (E1M1), whereas here it's the right color of red, but it doesn't go all the way to pitch black.

Like I said before, I chalk it up to wacky localization differences. Who knows why Williams decided to change it.

Anyway, great job on this one so far, fenderc01, much better than the other version I saw posted here by someone a while back.

Re: PlayStation Doom TC

Posted: Sat Mar 29, 2008 9:44 am
by fenderc01
Beta 2 is now online...
PlayStation Doom TC Beta 2 (6.14 MB)

See page 1 for details.

Re: PlayStation Doom TC

Posted: Sat Mar 29, 2008 10:11 am
by Chris Neilson
Download Fail

Re: PlayStation Doom TC

Posted: Sat Mar 29, 2008 10:46 am
by fenderc01
Chris Neilson wrote:Download Fail
It should work now. I have no idea why it wouldn't work before. :?:

Re: PlayStation Doom TC

Posted: Sat Mar 29, 2008 11:05 am
by Chris Neilson
download worked.

Re: PlayStation Doom TC

Posted: Sun Mar 30, 2008 12:22 am
by Nightmare Doom
Another thing you could add in is echoing sounds.

Re: PlayStation Doom TC

Posted: Sun Mar 30, 2008 7:27 am
by fenderc01
Nightmare Doom wrote:Another thing you could add in is echoing sounds.
If only I knew how...

Re: PlayStation Doom TC

Posted: Sun Mar 30, 2008 7:46 am
by phi108
I think 256x228 is a better size when using tall skies in ZDoom/GZDoom. From what I can tell, ZDoom lets you look 100 pixels above the original skies, and they aren't stretched in GZDoom, but the bottom of the sky texture is in the correct spot with 256x228 (I'm not sure about SX skies though.)

ANYWAY, here's EarthQuake's tall skies pack, with Doom and Doom2 skies at 256x200, so you'll need to stretch them vertically, or add some stuff to make them taller.

http://www.doomvault.com/uploads/skies.zip

Re: PlayStation Doom TC

Posted: Sun Mar 30, 2008 2:15 pm
by unknownna
Congratulations on a new update! :)

I don't know about you guys, but the new fire sky seems to be eating up zdoom's process memory for a few seconds when you first see it.

Re: PlayStation Doom TC

Posted: Fri Apr 04, 2008 2:42 pm
by lafoxxx
You have made the sound for attempting to open the door w/o proper key, but needed key must blink in stbar 3 times when 3 sounds are playing...

Re: PlayStation Doom TC

Posted: Sat Apr 05, 2008 9:21 am
by fenderc01
Comments on what is complete so far? How's the second beta?