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UPDATE (November 26, 2012): 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!
This is a total conversion of the PlayStation version of Doom. It was designed to run using version 1.3.0 of GZDoom with the Doom II IWAD, so I don't know how well it will work for other source ports or IWADs. I included as much from the PlayStation version as I know how to incorporate. If anyone is interested in making it more accurate to the PlayStation version, or have any suggestions, please let me know. Also, if you find any bugs or something that needs changed, please contact me via private message.
(There is a bug in later versions of GZDoom (newer than 1.3.0) that causes the weapon sprites to be lit improperly when being fired. Please stick to version 1.3.0 until the problem is addressed.)
-Opening Screens and Flames Title Screen (No Williams Video or Demos)
-All maps, including exclusives
-Music and Sound Effects
-Reverb
-Colored lighting
-Nightmare Spectre
-Fire Sky
-HUD (with head explosion animation)
-Graphics
-Speed and size of things/weapons adjusted
-Armor Bonus and Health Potion add 2 points instead of 1
-Weapon Numbers match those of PSX version (Super Shotgun=4, Chaingun=5, Rocket Launcher=6, Plasma Gun=7, BFG=8)
-Messages changed
-Ending text changed
-Chaingun Guy and Spider Demon firing sound changed to pistol sound instead of shotgun sound
Changes / Bug Fixes:
Spoiler:
-Added reverb to the maps
-Fixed places that were missing colored lighting
-Changed the default light level (a lot of people complained about that one!)
-Play crushed sound when an enemy or player is crushed
-Added a colored sprite for the crushed Nightmare Spectre
-Corrected a spelling mistake in the ending screen
-Removed "Picked up a medkit you REALLY need!" message
-Changed the way skies are rendered
-Adjusted projectile speeds
-Reduced Lost Soul's health
-Fixed transparent windows in The Crusher map
-Changed ending text screens to use text and backgrounds from PSX version
-Reduced Chaingunner's attack damage
How to Install:
Spoiler:
How to Install Using Separate Downloads
1) Download PSXDoom_Beta3.zip (6.23 MB) and extract to your GZDoom directory
2) Download PSXTCMUS.zip (48.04 MB) and extract to your GZDoom directory
3) Run the file PSXDOOM.BAT to start playing
How to Install Using Full Download
1) Download PSXDoom_Beta3_Full.zip (54.27 MB) and extract to your GZDoom directory
2) Run the file PSXDOOM.BAT to start playing
Thanks to: Kaiser for the use of his PSXMAKE and JAGEDIT tools. unknownna for help with the monster, weapon, etc. timings, and bug reports. Chris Neilson and DoomKn1ght for their Nightmare Spectre sprites. Mine were too light in color.
Anyone else I missed? I will add you here if you remind me.
Archived Post Below:
Spoiler:
UPDATE (February 8, 2010):
Added reverb to all of the maps. Stay tuned for the update...
The MD5 checksum for the download is:
1728AA1BC7B72909755994BA6A022738
=================================================================================
UPDATE (October 15, 2008): No more requests to make the TC brighter! All future requests will be referred to the following quote:
fenderc01 wrote:Another issue I would like to address is for people that are experiencing maps that are darker than desirable. Open the console by pressing ~ and type in gl_light_ambient and then press enter. This will tell you the current value of the ambient lighting. Change it to something higher by typing gl_light_ambient xxx where xxx is a numeric value. Experiment with this until you are at the desired light level. If you are running the TC with the batch file I supplied, then you will need to edit the file called PSXTC.CFG to make the change permanent.
This is a total conversion of the PlayStation version of Doom. It was designed to run using the latest version of GZDoom with the Doom II IWAD, so I don't know how well it will work for other source ports or IWADs. I included as much from the PlayStation version as I know how to incorporate. If anyone is interested in making it more accurate to the PlayStation version, or have any suggestions, please let me know. Also, if you find any bugs or something that needs changed, please contact me via private message. I am not currently working on the project, but still feel free to contact me.
Please, only report bugs if you are using the latest version of GZDoom.
================================================================================= How to Install Using Separate Downloads
1) Download PSXTC.PK3 (6.51 MB) to your GZDoom folder
2) Download PSXTCMUS.zip (48.04 MB) and extract to your GZDoom directory
3) Download RUNPSXTC.zip (512 B) and extract to your GZDoom directory
4) Run the file RUNPSXTC.BAT to start playing
How to Install Using Full Download
1) Download PSXDoom_Beta2_Full.zip (54.19 MB) and extract to your GZDoom directory
2) Run the file RUNPSXTC.BAT to start playing
=================================================================================
Features from PlayStation version:
-Opening Screens and Flames Title Screen (No Williams Video or Demos)
-All maps, including exclusives
-Music and Sound Effects
-Colored lighting
-Nightmare Spectre
-Fire Sky
-HUD (with head explosion animation)
-Graphics
-Speed and size of things/weapons adjusted
-Armor Bonus and Health Potion add 2 points instead of 1
-Weapon Numbers match those of PSX version (Super Shotgun=4, Chaingun=5, Rocket Launcher=6, Plasma Gun=7, BFG=8)
-Messages changed
-Ending text changed
-Chaingun Guy and Spider Demon firing sound changed to pistol sound instead of shotgun sound
Thanks to: Kaiser for the use of his PSXMAKE and JAGEDIT tools. unknownna for help with the monster, weapon, etc. timings, and bug reports. Chris Neilson and DoomKn1ght for their Nightmare Spectre sprites. Mine were too light in color.
Anyone else I missed? I will add you here if you remind me.
I created a batch file that automatically creates a custom configuration file (using my preferred settings) and runs GZDoom using those settings. One notable thing this does is adjust the light level to a more comfortable setting. You may need to adjust it to your liking depending on your monitor and video card. Feel free to edit the PSXTC.CFG file that is created if you do not like any of the settings.
NOTE: This does not overwrite your current configuration file!!
Here are the lighting settings that I use if you would like to set it manually. Set them from the console.
gamma 1
vid_contrast 1
vid_brightness -0.01
gl_light_ambient 75
To install the TC...
1) Download PSXTC.PK3 to your GZDoom folder
2) Download PSXTCMUS.zip and extract to your GZDoom directory
3) Download RUNPSXTC.zip and extract to your GZDoom directory
4) Run the file RUNPSXTC.BAT to start playing
Fixes / Changes:
-Added flames to the title screen
-Added angry face for when you hold down the fire button for the chaingun and plasma rifle
-Randomized the normal face looking around
-Reduced the death sounds and sight sounds for soldier/sargent/chaingunner to 2 (instead of using 1 sound once and the other sound twice)
-Fixed the stretched skies (OK, more like a workaround)
-Changed key display order and fixed a key related bug on the HUD
-Map bugs (trapped in secret area, improper damage sectors, crusher in the wrong place, etc.)
-Removed Non-PlayStation quit sound effects
-Removed limit for number of simultaneous item pickup sounds
-Added the correct sound for trying to open a door without the proper key
-Began working on custom light fades (see exit room and green armor area on MAP01 for examples)
-Removed weapon sprites with custom offsets, using default sprites (if you don't like it, make your own sprites)
This is a total conversion of the PC Doom to be more like the PlayStation version of the game. It was designed for the latest version of GZDoom and the Doom II IWAD, so I don't know how well it will work for other source ports or IWADs. I included as much from the PlayStation version as I know how to incorporate. If anyone is interested in helping make it more accurate to the PlayStation version, or have any suggestions, please let me know. Also, if you find or fix any bugs, etc., please send me the file(s) you changed and let me know what you did.
Please, only report bugs if you are using the latest version of GZDoom.
Features from PlayStation version:
-Flames Title Screen (Beta 2)
-All maps, including exclusives
-Music and Sound Effects
-Colored lighting
-Nightmare Spectre
-Fire Sky
-HUD (with head explosion animation)
-Graphics
-Intro/Title Screen (minus a few things)
-Speed and size of things/weapons adjusted
-Armor Bonus and Health Potion add 2 points instead of 1
-Weapon Numbers match those of PSX version (Super Shotgun=4, Chaingun=5, Rocket Launcher=6, Plasma Gun=7, BFG=8)
-Messages changed
-Ending text changed
-Chaingun Guy and Spider Demon firing sound changed to pistol sound instead of shotgun sound
Thanks to: Kaiser for the use of his PSXMAKE and JAGEDIT tools. unknownna for help with the monster, weapon, etc. timings, and bug reports. Chris Neilson and DoomKn1ght for their Nightmare Spectre sprites. Mine were too light in color.
Anyone else I missed? I will add you here if you remind me.
Last edited by fenderc01 on Wed Oct 24, 2018 1:48 pm, edited 64 times in total.
Chris, I'm pretty sure that fenderc started this thread to split away from your project thread. You have your own thread, so please don't advertise yours in some one else's thread.
Sodahollic wrote:Chris, I'm pretty sure that fenderc started this thread to split away from your project thread. You have your own thread, so please don't advertise yours in some one else's thread.
Nah, it's cool. I did the same on his thread. I just wanted to make it easier to post any changes on the first page. I understand what you're saying though.
So I've now played both versions, yours and Chris Neilson's, and there is a bit of a color difference. On the first level, the imp platform is a different color and the end room and I think the first room are all slightly different colors.
Which version has the correct sector colors? And are all the brightness levels correct in both versions? just to be sure.
phi108 wrote:So I've now played both versions, yours and Chris Neilson's, and there is a bit of a color difference. On the first level, the imp platform is a different color and the end room and I think the first room are all slightly different colors.
Which version has the correct sector colors? And are all the brightness levels correct in both versions? just to be sure.
I used Kaiser's PSXMAKE program which extracts all of the brightness and color values from the PlayStation CD, so those are the values I used.
Just tried this in SVN 783 and its crazy, no gun sprite and random textures/flats in the upper right corner :S
edit: also happens in 2.2.0 here, looks like its cycling through the textures in order as after the gun sprites, it starts A/b/c/d/e/ etc in order. maybe your hud code is wrong?
Curious. It does that for me too, but not with GZdoom. It doesn't look like the kind of thing I would normally associate with the differences between those two ports.
When I played it with Zdoom, The BFG appeared briefly immediately on starting the first level (ie, I didn't have the BFG), then the BFG flash (but no gun) then it started to cycle through a bunch of splash sprites in the top left corner and by the time I quit, it was showing crosshairs in their untranslated colours in the top left. I loaded the files up with exactly the same options in GZdoom and it worked.
Ya, this new version is really messed up. It plays on GZDoom, but not ZDoom.
You need to leave out the weapon sprites. They are currently too high, with a gap between the bottom of the sprite and the bottom of the screen, and lowering them makes them exactly like the iwad gun sprites, so less is more here.
And I think there is new hud scripting or something, but it just causes problems, so leave it out. Just replace graphics for the normal doom hud. Or use SBARINFO. Its simple ad less obtrusive.
the psx version had cut weapon sprites to spare memory.
They are supposed to be that high up. You're not supposed to play the tc without the hud. If you do, then you'll see the "gap". It would even be bigger on the psx if you removed the hud away.
The psx version had alot of things scaled/cut down/away and the weapons were one of the things.
We decided to not use the real psx weapon sprites because they were way too small for this and scaling them up would only result in a big pixellated mess.
The tc runs fine with GZDoom, but somehow messes up with ZDoom. There are also a few map bugs as a result of converting them, but they'll be fixed by notice.
Last edited by unknownna on Sat Mar 08, 2008 5:13 pm, edited 2 times in total.
ALL weapon sprites in this TC have the EXACT SAME size as doom2.wad. The offsts are just different, so they cover more of the screen and are obtrusive and leave a gap between the bottom of the sprite and the screen edge. Thiis is an UNDESIRED feature, if this is the way it was in PSX doom, and if the sprites aren't different at all, they don't need to be in.
And before downloading the music pack, Does it have the Club Doom track? That one's missing from the doomdepot pack.
phi108 wrote:ALL weapon sprites in this TC have the EXACT SAME size as doom2.wad. The offsts are just different, so they cover more of the screen and are obtrusive and leave a gap between the bottom of the sprite and the screen edge. Thiis is an UNDESIRED feature, if this is the way it was in PSX doom, and if the sprites aren't different at all, they don't need to be in.
And before downloading the music pack, Does it have the Club Doom track? That one's missing from the doomdepot pack.
The sprites were different in the psx version. If they weren't different, they would not be in this tc.
Look at my previous post.
And yes, this music pack contains the club doom song. It's all hi-fi. Converted to .OGG in order to reduce size while maintaining quality.
Yes PSX had different weapon sprites, but this TC doesn't have them. It has DOOM2.WAD sprites. It either needs to get rid of them, or get the low-res PSX sprites.
phi108 wrote:Yes PSX had different weapon sprites, but this TC doesn't have them. It has DOOM2.WAD sprites. It either needs to get rid of them, or get the low-res PSX sprites.
Look at my before previous post. The developers scaled the weapon sprites and cut them down alot.
They were too small for this. The marine's hands looked like baby hands. You would need to scale the sprites up to fit the screen like the psx ones, but this would be extremely pixellated due to their low resolution.
They're the closest you'll get to the real thing as for now.
I would love to use the psx sprites though.
Edit: You know? We changed the offsets of the pc ones to match the psx ones.
Last edited by unknownna on Thu Mar 06, 2008 5:28 am, edited 3 times in total.
??? How can I enjoy sprites that are the exact same sprites that I have been seeing since Doom 2?
And I guess a simple solution is to delete all of the weapon sprites in sprites/, so I'll settle for that.
But fenderc01, make sure you look into SBARINFO for the hud, so it will work in GZDoom and ZDoom.
EDIT: Oh this is a team effort? Well, all this time I was thinking fenderc01 had gone and done the whole thing like Chris Neilson.
Thanks fenderc01 and unknownna for yet another PSX TC.
EDIT: OK, when's everyone in the "thanks to" going to get together and do the ultimate, flawless PSX TC? I'd rather not have to switch between different projects.
And isn't there a way to set up the MAPINFO for music names from Doom.wad and Doom2.wad, and name the appropriate tracks in the pack the same names as the iwad tracks?
Last edited by phi108 on Wed Mar 05, 2008 11:04 am, edited 4 times in total.