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

PostPosted: Fri Jan 04, 2019 9:38 am
by hybridial
I would probably most like a full widescreen HUD, but its a minor point, you're not going to be able to please everybody.

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

PostPosted: Sat Jan 05, 2019 1:29 am
by Gerardo194
There's no need to worry. When there's a problem, there's usually a solution.

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

PostPosted: Sat Jan 05, 2019 9:50 am
by Beezle
I love the movement in this version of PSX Doom, I never played the original PSX Doom on Playstation but I'd imagine the movement was very similar. Hehe you would probably have little problem going toe to toe with a Cyberdemon once you got a berserker pack as it would be easy dodging rockets:)

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

PostPosted: Sat Jan 05, 2019 11:34 am
by Gerardo194
Yes @Beezle, that's the PSXDoom movement taken straight from the actual game. My brother had to struggle to get the movement and speed code out! If you keep on playing this, you will notice little bug in the gravity, that will be fixed in next updates! I'm glad you are enjoying this! :D

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

PostPosted: Sat Jan 05, 2019 5:31 pm
by hybridial
Yeah I would agree, the reason this particular remaster is fascinating to me is it doesn't feel like I'm playing PC Doom in GZDoom. There are other conversions and those are good pieces of work but they feel ultimately like a skin on top of the pre-existing game.

When I booted GEC up I was like "Wow this feels like something different." I admit I never really played PSX Doom, but I could see why it was a very well liked port of Doom, and in some ways I really liked the experience more.

Now it'd be beyond amazing if someone ported PSX Doom: The Lost Levels in there somehow.

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

PostPosted: Sat Jan 12, 2019 7:24 pm
by scalliano
Almost faultless.

The menu layout, the depth fade, the palette, the subtle overbright, the movement, this no longer feels like a total conversion, rather like an actual port. Even the Soulsphere trick works on Hectic. I feel as if this is now the definitive way to play the Midway console versions of Doom. Absolutely blown away.

In fact, the only issue I can find is that there appears to be something up with Final Doom's music tracks - they're being played with ingame sound effects rather than the instrument samples. MAP01 is comprised almost entirely of chainsaw noises and they reun the gamut from low-pitched motorcycle sounds to a baby farting, which is kind of hilarious.

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

PostPosted: Sat Jan 12, 2019 10:34 pm
by Gerardo194
I'm very glad you are enjoying it, scalliano.
This is interesting, it's the first time I hear this weird bug, this could be caused by the sounds bank or Final Doom is playing the PSXDoom or Doom64 soundfonts instead of its own soundfonts. Have you set the port using its default configuration? maybe this can't help too much. Anyways, we will check this up.

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

PostPosted: Sun Jan 13, 2019 9:21 am
by scalliano
Ah, I think I night have made the mastake of copypasting the PSXDOOM.ini file into the PSXFINAL folder because I couldn't be bothered going through and rebinding the controls again. Clearly there were some sound config differences I hadn't sccounted for.

My bad, carry on :oops:

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

PostPosted: Sun Jan 13, 2019 10:42 am
by Erick194
No problem @scalliano, since you copied the file PSXDOOM.ini, you just change the name to PSXFINAL.ini, followed by this you open it with a note editor and you look for the following: fluid_patchset = .. / psxdoom / PSXDOOM.SF2, only change it to fluid_patchset = .. / psxfinal / PSXFINALDOOM.SF2, save and go, the music should sound correctly.

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

PostPosted: Thu Apr 11, 2019 1:15 pm
by Danfun64
For some reason, gamma correction affects the whole system, and then the display driver almost immediately resets the gamma to 1.0 regardless of what it's set to ingame. Regular GZDoom does not have this problem. The "D64 Brightness" setting is a good substitude, maybe even better than traditional gamma correction, but I would still like the original setting to work right.

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

PostPosted: Thu Apr 11, 2019 6:29 pm
by YukiHerz
I have a weird issue (V2) where moving to certain menu entries on the option menus makes the game lag hard, it doesn't happen if i use the mouse though.

And the PSX games just freeze after the intro for me, but that's probably just my shit laptop.

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

PostPosted: Sun Apr 14, 2019 11:10 am
by Erick194
That's strange, I'll have to review those problems.

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

PostPosted: Sun Apr 14, 2019 1:36 pm
by YukiHerz
More in-depth:

The crash on the PSX projects only happens when using GL, software mode works perfectly, outside of most graphical effects not being geared for it.
The D64 one runs fine in GL, save for random hiccups from my bad computer and the menu issue.

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

PostPosted: Sun Apr 14, 2019 2:41 pm
by Erick194
friends you have updated graphics drivers, that's really strange since I have windows7, graphics processor: Intel and I do not see those problems, I've also tried with my laptop that is windows 10.

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

PostPosted: Sun Apr 14, 2019 2:50 pm
by YukiHerz
It's just my botched computer then, nothing to fix here.