DOOM CE: PSX TC & D64 Retribution, overhauled

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Talon1024
 
 
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Re: DOOM CE: PSX TC & D64 Retribution, overhauled

Post by Talon1024 »

Doom 64 sector light effects have been replaced with Thinkers that essentially function like the originals instead of hacking the Doom ones (please report new bugs that may appear because of this).
Near the end of the first level, the stairs aren't affected by the light pulsing sequence:

They are in the original game:
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molecicco
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Re: DOOM CE: PSX TC & D64 Retribution, overhauled

Post by molecicco »

Talon1024 wrote: Sat Feb 18, 2023 10:28 am
Doom 64 sector light effects have been replaced with Thinkers that essentially function like the originals instead of hacking the Doom ones (please report new bugs that may appear because of this).
Thanks, I've released version 3.6.2 fixing this and a couple of other bugs. Also updated a few sprites including the chaingunner, added a couple of cosmetic hud options and implemented password support (needs to be enabled in the options).
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Delfino Furioso
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Re: DOOM CE: PSX TC & D64 Retribution, overhauled

Post by Delfino Furioso »

Seeing how normals have been moved from the main pk3s to the PBR addons... May I suggest you to include the "GFX.Brightmaps" and the "GFX.Extra" addons in the "Lite" version?
They're lightweight enough and given their QOL nature, they are probably the ones most people might be more interested in..
The current distribution model however force everyone to download the full version for all 3 games in order to get updates for these small addons.

Thank you for this, anyway!
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molecicco
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Re: DOOM CE: PSX TC & D64 Retribution, overhauled

Post by molecicco »

Delfino Furioso wrote: Mon Feb 20, 2023 7:58 am Seeing how normals have been moved from the main pk3s to the PBR addons... May I suggest you to include the "GFX.Brightmaps" and the "GFX.Extra" addons in the "Lite" version?
They're lightweight enough and given their QOL nature, they are probably the ones most people might be more interested in..
The current distribution model however force everyone to download the full version for all 3 games in order to get updates for these small addons.

Thank you for this, anyway!
I want to keep the Lite version free from all addons for people who are not familiar with loading mods. A while back I used to include brightmaps in there and then I read comments from someone who wanted a vanilla-like experience but complained that the monsters had glowy bits.

What I'm planning to do somewhere down the line is to make the Lite version the main version of the mod, and distribute all addons separately. Maybe not even make them autoload anymore. It will be a little messy because of ModDB's interface, but I think it's for the best. I just need to figure out how to distribute the addons that are specific to map packs while keeping it friendly for people who have never dealt with load orders.
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Re: DOOM CE: PSX TC & D64 Retribution, overhauled

Post by Shroomie »

hey, so uhh, i'm one of those weirdos who isn't too comfortable with gore, is there a way to turn off the gore bundled with the mod(s)?


i mean, like turn it down to the point where it's about as gorey as original doom games
Talon1024
 
 
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Re: DOOM CE: PSX TC & D64 Retribution, overhauled

Post by Talon1024 »

Yes, it's in Features->Special Effects Features->Blood Options->Blood Type and Gib Type.
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Sinael
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Re: DOOM CE: PSX TC & D64 Retribution, overhauled

Post by Sinael »

Does these PSX maps feature same simplified geometry/texturing as original?
I've been looking for something that combines original, non-simplified layouts and textures with PSX features

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