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Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]

PostPosted: Wed Dec 12, 2018 1:26 pm
by phantombeta
Gerardo194 wrote:Great! I see now! I also set Rendering Quality in Quality and the switches in map 2 look stretched and map 3 looks the same way like your screenshot. It also happens in other maps. Do you always play Doom using Rendering Quality in Quality mode?

About the shotgun...that's the GZDoom P Random which causes this, you can also notice Super Shotgun is stronger than usual, killing Hell Knights and Mancubi with two shots. We will see what happens with this bugs and get them fixed for next update.
You know these things happens, specially when my brother do all the programing work for two projects, this and PSXDoom Master Edition for Play Station. Thanks for your support!


Assuming the random damage should work like the original Doom's (that is, each pellet gets a different damage), that line is actually wrong. All the pellets will use the same damage, as it only calculates the value once - when the function is called. Probably why it feels too weak.

Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]

PostPosted: Wed Dec 12, 2018 1:42 pm
by StroggVorbis
Now that you mention it, I'm aware that GZDoom has a different and more improved (pseudo)random number generator than vanilla Doom. For me at least, as long as the numbers are correct, I don't mind the damage output deviating from the original PSX/N64 Doom. Sure, it does change the gameplay, but it sort of counts as a bugfix. The original was limited in way that rolling some numbers was impossible and some to be rolled more likely than others. GZDooom AFAIK makes use of more than one RNG at the same time to better keep track of different things. It should ensure that all results are evenly distributed, more commonly known as a bell curve :D

Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]

PostPosted: Wed Dec 12, 2018 1:43 pm
by Gerardo194
phantombeta wrote:
Gerardo194 wrote:Great! I see now! I also set Rendering Quality in Quality and the switches in map 2 look stretched and map 3 looks the same way like your screenshot. It also happens in other maps. Do you always play Doom using Rendering Quality in Quality mode?

About the shotgun...that's the GZDoom P Random which causes this, you can also notice Super Shotgun is stronger than usual, killing Hell Knights and Mancubi with two shots. We will see what happens with this bugs and get them fixed for next update.
You know these things happens, specially when my brother do all the programing work for two projects, this and PSXDoom Master Edition for Play Station. Thanks for your support!


Assuming the random damage should work like the original Doom's (that is, each pellet gets a different damage), that line is actually wrong. All the pellets will use the same damage, as it only calculates the value once - when the function is called. Probably why it feels too weak.


Hmmm, you go too fast, bro. It's this modified GZDoom port that has this weird issue. Our earlier versions didn't had this issue. We must check this up and get it fixed. I noticed this before publishing it but we decided to leave it like that.

Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]

PostPosted: Wed Dec 12, 2018 1:53 pm
by StroggVorbis
@phantombeta

Is this because of the FBF_NORANDOM flag? Else I dunno how it should look like.

Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]

PostPosted: Wed Dec 12, 2018 2:07 pm
by Gerardo194
I misunderstood.
@phantombeta @DabbinSquidward, you are in the credits now for reporting this issues. Welcome

Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]

PostPosted: Wed Dec 12, 2018 2:55 pm
by Erick194
the solution like this:
Code: Select allExpand view
SHT1 AAAAAA 0 A_FireBullets (SPREAD_XY, 0, 1, ((random (0, 3) << 2) + 4), "D64BulletPuff", FBF_USEAMMO | FBF_NORANDOM)
SHT1 A 4 A_FireBullets (SPREAD_XY, 0, 1, ((random (0, 3) << 2) + 4), "D64BulletPuff", FBF_USEAMMO | FBF_NORANDOM)

since this is the damage formula for the shotgun,the same would be for the super shotgun and for psxdoom as well.thanks for the bug report.

Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]

PostPosted: Thu Dec 13, 2018 12:03 am
by Cacodemon345
Any plans to base this project on the latest versions of GZDoom? And yeah, it's a pleasure to play this TC.

Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]

PostPosted: Thu Dec 13, 2018 1:26 am
by StroggVorbis
Cacodemon345 wrote:Any plans to base this project on the latest versions of GZDoom? And yeah, it's a pleasure to play this TC.


Well, since the source was made available, it's only a matter of time and motivation for someone to implement this into the main line.

Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]

PostPosted: Sat Dec 15, 2018 8:10 am
by Elyos03
For some reason I can't hear any music on the Title Screen and the Menu Screen on PSX Doom, but in PSX Final Doom, I can.

Update: I guess today's update fixed it.

Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]

PostPosted: Sat Dec 15, 2018 7:29 pm
by MrRumbleRoses
this is pretty cool. these are perhaps like the best recreations ever made into total conversions

Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]

PostPosted: Mon Dec 17, 2018 12:54 am
by Erick194
Hey guys, there's an update in the OP.

Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]

PostPosted: Sat Dec 22, 2018 3:49 pm
by hybridial
the only thing I'd like to change if I could is to make the status bar widescreen, in the same manner the PSX Doom TC does, is there way I could manually do that or would it be something possible to add?

*edit

I just realised why, I thought for some reason that the game looked different, I was playing the initial version and that does use a couple of textures to fill in the blank gaps, but for some reason these are gone in the update. And I notice in the changelog you addressed this, but well for some reason they were there for me and the update actually made them gone.

Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]

PostPosted: Thu Jan 03, 2019 2:29 am
by Gerardo194
Cacodemon345 wrote:Any plans to base this project on the latest versions of GZDoom? And yeah, it's a pleasure to play this TC.

Let's hope so! Thank you very much! :D

Elyos03 wrote:For some reason I can't hear any music on the Title Screen and the Menu Screen on PSX Doom, but in PSX Final Doom, I can.

Update: I guess today's update fixed it.

Glad you could fixed it!
MrRumbleRoses wrote:this is pretty cool. these are perhaps like the best recreations ever made into total conversions

Thank you very much, we put all of our efforts there, more is coming soon! :D

hybridial wrote:the only thing I'd like to change if I could is to make the status bar widescreen, in the same manner the PSX Doom TC does, is there way I could manually do that or would it be something possible to add?

*edit

I just realised why, I thought for some reason that the game looked different, I was playing the initial version and that does use a couple of textures to fill in the blank gaps, but for some reason these are gone in the update. And I notice in the changelog you addressed this, but well for some reason they were there for me and the update actually made them gone.

I don't understand what you're trying to say, sorry! Maybe a couple of screenies can help me a bit.


Now I want to ask, have you guys encountered more bugs or glitches? This can be helpful to get them fixed in next update! 8-)

Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]

PostPosted: Thu Jan 03, 2019 11:22 am
by hybridial
I don't think I was quite sure of what I wanted to say, but I basically refer to the black bars either side of the HUD.

https://ibb.co/6tDnKP5
https://ibb.co/2FQvvp9

Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]

PostPosted: Thu Jan 03, 2019 12:11 pm
by Gerardo194
hybridial wrote:I don't think I was quite sure of what I wanted to say, but I basically refer to the black bars either side of the HUD.

https://ibb.co/6tDnKP5
https://ibb.co/2FQvvp9


Oh, I see now. Actually those black bars aren't black bars at all, those are the green ones turned into dark blue.
Someone in Doomworld forums requested us that he would like to see black bars instead of the green ones just like the PSXDoom TC did, so we decided to give them a darker color. I don't know if you like this change we did.

By the way, next update will be running PSXDoom map format , yes, GZDoom [GEC] Master Edition will be running PSXDoom map format, the same maps included in your own PSXDoom CD. :D