Brutal PSX Doom Mod Merge
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
- Posts: 2
- Joined: Fri Jan 10, 2014 5:43 pm
- Contact:
Brutal PSX Doom Mod Merge
Hey everyone,
Just to let you know about a small project I've been working on.
This mod takes the PSX Doom TC (v2.133) and merges it with Brutal Doom v19 so that the two mods work together more naturally and with fewer problems. I'm a big fan of both the PSX Doom TC Mod and also of Brutal Doom and thought it would be very interesting to combine the atmospheric enhancements of the PSX game with the increased difficulty level and extreme violence of Brutal Doom. When I initially tried to load the two mods together at the same time I found that while it *mostly* worked, there were lots of little problems that prevented it from being an overall seamless experience. This project essentially attempts to fix all those problems and get the two mods working in tandem.
Download link is just below, as well as a summary of problems (taken from the readme) fixed in this mod merge. Feel free to leave any comments or suggestions, or if you find any interesting bugs do let me know!
Thanks!
*** DOWNLOAD LINK ***
http://www.mediafire.com/download/h1f3a ... om_1_0.zip
*** VIDEO ***
*** CHANGES/FIXES FROM README FILE ***
1: The monsters in the PSX Doom were actually much smaller than their PC counterparts (92% of their original scale) and some of the PSX levels were designed with this sizing in mind. Using the full sized PC monsters (Brutal or original Doom monsters) in the PSX levels would cause issues and monsters to sometimes not fit with the levels. This mod scales down all the Brutal Doom monsters and items so that they are sized correctly for PSX Doom.
2: On some levels Archviles would appear (often TONS of them) which would render the game almost unplayable. On the original PSX Doom the Archvile was not in the game but was replaced by a bloody meat hook decoration instead. When using the Brutal Doom mod with PSX Doom, anywhere where this meathook would appear would result in an archvile being spawned instead. This merge fixes the issue, so that the bloody meathook appears (as intended) on the PSX levels.
3: In many cases the new and improved PSX Doom sounds were being overriden and replaced by the original PC Doom sounds when using Brutal Doom layered over PSX Doom. This merge fixes this issue and ensures only PSX Doom sounds are used throughout the game.
4: Some of the lighting effects added in Brutal Doom interfere with the PSX Doom lighting. A perfectly good example of this is the 1st level of Doom 2, in the main corridor connecting all the rooms. Brutal Doom added some lighting effects which made the ceiling appear brigther but PSX doom had this sector relatively dark and bluish which resulted in a weird lighting scenario where the ceiling was really bright but the floor very dark. This mod merge fixes such issues and uses the original PSX Doom sector lighting in all these cases.
5: The PSX specific nightmare spectre would just be it's normal (non brutal) self upon loading the two mods together. This mod merge makes the PSX Nightmare spectre behave more like the Brutal Doom Spectre, and makes it so that it does not seem out of place in the game. The only feature currently missing on the PSX nightmare spectre is that it cannot be involved in a fatality; trying to do a fatality move on it currently will result in it exploding in a pile of gib (not a bad outcome).
6: The mugshot on the PSX Doom HUD would be misplaced when loading the Brutal Doom mod over PSX Doom. This mod fixes the positioning of the mugshot. This mod also fixes other problems with weapon selection on the PSX Doom HUD.
7: Brutal Doom added two new special weapon slots (number 9, and 0) but the PSX Doom HUD only had 8 slots for the standard Doom/Doom II weapons. This mod adds two extra slots on the PSX Doom HUD for the new additions.
8: On the menus and end of game screens for PSX Doom, the Brutal Doom low-health/blood-drip effect would play unintentionally. This mod removes the problematic effect so that it
no longer causes issues on the menus. It also no longer appears in game, which also is intentional too since it becomes slightly irritating after a while on low health.
Various other minor changes were also made between the two mods, including adding extra glows around items like keycards and other visual effects.
Just to let you know about a small project I've been working on.
This mod takes the PSX Doom TC (v2.133) and merges it with Brutal Doom v19 so that the two mods work together more naturally and with fewer problems. I'm a big fan of both the PSX Doom TC Mod and also of Brutal Doom and thought it would be very interesting to combine the atmospheric enhancements of the PSX game with the increased difficulty level and extreme violence of Brutal Doom. When I initially tried to load the two mods together at the same time I found that while it *mostly* worked, there were lots of little problems that prevented it from being an overall seamless experience. This project essentially attempts to fix all those problems and get the two mods working in tandem.
Download link is just below, as well as a summary of problems (taken from the readme) fixed in this mod merge. Feel free to leave any comments or suggestions, or if you find any interesting bugs do let me know!
Thanks!
*** DOWNLOAD LINK ***
http://www.mediafire.com/download/h1f3a ... om_1_0.zip
*** VIDEO ***
*** CHANGES/FIXES FROM README FILE ***
1: The monsters in the PSX Doom were actually much smaller than their PC counterparts (92% of their original scale) and some of the PSX levels were designed with this sizing in mind. Using the full sized PC monsters (Brutal or original Doom monsters) in the PSX levels would cause issues and monsters to sometimes not fit with the levels. This mod scales down all the Brutal Doom monsters and items so that they are sized correctly for PSX Doom.
2: On some levels Archviles would appear (often TONS of them) which would render the game almost unplayable. On the original PSX Doom the Archvile was not in the game but was replaced by a bloody meat hook decoration instead. When using the Brutal Doom mod with PSX Doom, anywhere where this meathook would appear would result in an archvile being spawned instead. This merge fixes the issue, so that the bloody meathook appears (as intended) on the PSX levels.
3: In many cases the new and improved PSX Doom sounds were being overriden and replaced by the original PC Doom sounds when using Brutal Doom layered over PSX Doom. This merge fixes this issue and ensures only PSX Doom sounds are used throughout the game.
4: Some of the lighting effects added in Brutal Doom interfere with the PSX Doom lighting. A perfectly good example of this is the 1st level of Doom 2, in the main corridor connecting all the rooms. Brutal Doom added some lighting effects which made the ceiling appear brigther but PSX doom had this sector relatively dark and bluish which resulted in a weird lighting scenario where the ceiling was really bright but the floor very dark. This mod merge fixes such issues and uses the original PSX Doom sector lighting in all these cases.
5: The PSX specific nightmare spectre would just be it's normal (non brutal) self upon loading the two mods together. This mod merge makes the PSX Nightmare spectre behave more like the Brutal Doom Spectre, and makes it so that it does not seem out of place in the game. The only feature currently missing on the PSX nightmare spectre is that it cannot be involved in a fatality; trying to do a fatality move on it currently will result in it exploding in a pile of gib (not a bad outcome).
6: The mugshot on the PSX Doom HUD would be misplaced when loading the Brutal Doom mod over PSX Doom. This mod fixes the positioning of the mugshot. This mod also fixes other problems with weapon selection on the PSX Doom HUD.
7: Brutal Doom added two new special weapon slots (number 9, and 0) but the PSX Doom HUD only had 8 slots for the standard Doom/Doom II weapons. This mod adds two extra slots on the PSX Doom HUD for the new additions.
8: On the menus and end of game screens for PSX Doom, the Brutal Doom low-health/blood-drip effect would play unintentionally. This mod removes the problematic effect so that it
no longer causes issues on the menus. It also no longer appears in game, which also is intentional too since it becomes slightly irritating after a while on low health.
Various other minor changes were also made between the two mods, including adding extra glows around items like keycards and other visual effects.
Last edited by intacowetrust on Sun Jan 12, 2014 10:49 am, edited 1 time in total.
Re: Brutal PSX Doom Mod Merge
Just a quick reply to say that this is great. It really does add to the atmosphere of PSX Doom. I actually showed this to my friend last night who hasn't played Doom since it was new on the Playstation and who often mocks me for still 'wasting my time' with old games. He was sucked right in and actually took a hold of my controller and played it for about 20 minutes. If you knew my friend you'd realise that's a big testament to your merging project. 
As is usual when someone releases something someone else comes along with a request so here's mine! This is something that is (IMHO) wrong with the original BD and I don't know if you can address it but there's no way to see how many bullets or shells are in your gun on the standard HUD. In standard BD it's not such a big deal (though it is for me!) but in PSX Doom part of the experience is using the PSX Doom HUD. Is that something that could be fixed? Even just a small number just above the standard HUD would be useful if a little ugly. My personal idea would be to remove the 'keys box' on the HUD, place it over beside the ammo count and use that to show what's in the gun. I'd move the keys to the top right of the screen or something. I don't know. I hope you take this suggestion as intended and not as a dig at your idea.
By the way, I haven't come across any glitches or errors so far (I am also running the no flares mutator) but I'll let you know if I see anything.
Now, if you could just make a version of this for Doom64 EX too...!

As is usual when someone releases something someone else comes along with a request so here's mine! This is something that is (IMHO) wrong with the original BD and I don't know if you can address it but there's no way to see how many bullets or shells are in your gun on the standard HUD. In standard BD it's not such a big deal (though it is for me!) but in PSX Doom part of the experience is using the PSX Doom HUD. Is that something that could be fixed? Even just a small number just above the standard HUD would be useful if a little ugly. My personal idea would be to remove the 'keys box' on the HUD, place it over beside the ammo count and use that to show what's in the gun. I'd move the keys to the top right of the screen or something. I don't know. I hope you take this suggestion as intended and not as a dig at your idea.

By the way, I haven't come across any glitches or errors so far (I am also running the no flares mutator) but I'll let you know if I see anything.
Now, if you could just make a version of this for Doom64 EX too...!

-
- Posts: 1560
- Joined: Wed Aug 28, 2013 1:36 pm
Re: Brutal PSX Doom Mod Merge
Outstanding work
I'll download it right away !

- Abba Zabba
- Posts: 2166
- Joined: Mon Sep 05, 2011 8:50 pm
- Location: a place lol!
- Contact:
Re: Brutal PSX Doom Mod Merge
Wow, this is interesting; I didn't know Brutal Doom could fit into PSX Doom so well. That is, if you don't use the one liners. I haven't played Brutal Doom in some time but I think I'll see what the most recent version is and give it a try with this. Thanks!
-
- Posts: 1560
- Joined: Wed Aug 28, 2013 1:36 pm
Re: Brutal PSX Doom Mod Merge
After playing i can see only one problem .. IT'S TOO AWESOME 
Kidding aside i'm really impressed. Putting all the Doom games in one menu to choose from is a great idea
Some maps are really dark but as i recall the PSX version of Doom was that dark in some maps so it's not much of problem. Time for me to buy new glasses i guess 
Great work again

Kidding aside i'm really impressed. Putting all the Doom games in one menu to choose from is a great idea


Great work again

-
- Posts: 2
- Joined: Fri Jan 10, 2014 5:43 pm
- Contact:
Re: Brutal PSX Doom Mod Merge
Thanks for feedback everyone! Glad you're enjoying it 

Thank the amazing folk who worked on the PSX Doom TC for that!

That's a really good point actually, and it shouldn't be that hard to do. Could look into this for future updates - thanks for the suggestion!Average wrote:As is usual when someone releases something someone else comes along with a request so here's mine! This is something that is (IMHO) wrong with the original BD and I don't know if you can address it but there's no way to see how many bullets or shells are in your gun on the standard HUD. In standard BD it's not such a big deal (though it is for me!) but in PSX Doom part of the experience is using the PSX Doom HUD. Is that something that could be fixed? Even just a small number just above the standard HUD would be useful if a little ugly. My personal idea would be to remove the 'keys box' on the HUD, place it over beside the ammo count and use that to show what's in the gun. I'd move the keys to the top right of the screen or something. I don't know. I hope you take this suggestion as intended and not as a dig at your idea.
Yeah a 'brutalized' Doom64 would be amazingAverage wrote:Now, if you could just make a version of this for Doom64 EX too...!

Agree with you there, the one liners don't really fit with PSX Doom. I typically don't use them myself either but left them in there in case anyone wanted to use that feature from BD or needed the extra health from the cruelty bonus.Lava Grunt wrote:Wow, this is interesting; I didn't know Brutal Doom could fit into PSX Doom so well. That is, if you don't use the one liners. I haven't played Brutal Doom in some time but I think I'll see what the most recent version is and give it a try with this. Thanks!
Endless123 wrote:After playing i can see only one problem .. IT'S TOO AWESOME
Kidding aside i'm really impressed. Putting all the Doom games in one menu to choose from is a great idea
Thank the amazing folk who worked on the PSX Doom TC for that!

Yeah I found it pretty dark in particular when testing in GZDoom on OSX. Tried raising gamma to compensate but if you raise too far then eventually the colors become all washed out and whitened. What I found works really well is to change the default dark sector lighting mode to bright instead under Options->Display Options->OpenGL Options->Preferences->Sector Light Mode. Was looking for a way actually that this could be specified by default for each map in the GZDoom engine but sadly (for now) it's a setting which must be changed manually according to user preferences. Might make note of this suggestion though in the readme for future releases.Endless123 wrote:Some maps are really dark but as i recall the PSX version of Doom was that dark in some maps so it's not much of problem. Time for me to buy new glasses i guess
- Max Dickings
- Posts: 225
- Joined: Thu Feb 28, 2013 12:27 am
Re: Brutal PSX Doom Mod Merge
Well this is neat and convenient! If I didn't prefer SigFloyd's version I'd totally be using this version! I always liked the Doom 64 sounds.
Hmmm. /deletes everything but sounds folder/
Hey that worked! Haha thanks
Hmmm. /deletes everything but sounds folder/
Hey that worked! Haha thanks
-
- Posts: 2
- Joined: Thu Jun 05, 2014 3:48 am
Re: Brutal PSX Doom Mod Merge
Streaming this right now Master Levels on Twitch Nickelbawker This is my favorite version.
-
- Posts: 3
- Joined: Fri Jun 06, 2014 3:29 pm
Re: Brutal PSX Doom Mod Merge
I have to ask, how do you manually reload in this merge? I can bind the keys just fine, but for the life of me, the doomguy won't reloead, and nowhere in the readme file does it seem to mention that you arn't supposed to. Checked the advanced gameplay settings too.
Re: Brutal PSX Doom Mod Merge
^
I can only speak for myself but I had no problem assigning a reload key on both keyboard and x_input controller...
Perhaps you need a newer version of GZDoom? Failing that, I'd suggest deleting your config file and allow GZDoom to generate a new one.
I can only speak for myself but I had no problem assigning a reload key on both keyboard and x_input controller...
Perhaps you need a newer version of GZDoom? Failing that, I'd suggest deleting your config file and allow GZDoom to generate a new one.

-
- Posts: 3
- Joined: Fri Jun 06, 2014 3:29 pm
Re: Brutal PSX Doom Mod Merge
EDIT: FIxed it, seemed I was trying to map the wrong reload. That's shamefull
Well, all I can say is that this is a LOVELY project, it's really atmospheric and I truely do enjoy it. I always did like the PSX version of doom, and now that I can mix brutal doom with it, it's that much more fun.
Well, all I can say is that this is a LOVELY project, it's really atmospheric and I truely do enjoy it. I always did like the PSX version of doom, and now that I can mix brutal doom with it, it's that much more fun.
Re: Brutal PSX Doom Mod Merge
I had never seen the psx version before now. The colored lighting is great, it changes the whole feel.
Is the colored lighting a universal thing that can be applied to any map set or is it specific to these maps?
Is the colored lighting a universal thing that can be applied to any map set or is it specific to these maps?
Re: Brutal PSX Doom Mod Merge
PSX Doom has just had an update to 2.134. I was just wondering if this mod will be updated to keep it in line with that or is this mod finished?
Re: Brutal PSX Doom Mod Merge
Wow, I wish I knew about this earlier. I honestly thought I had to kill all those Arch-viles. Thankfully finding a secret BFG allowed me too. Now I feel kinda badass.
PSX Brutal Doom TC
This is a great find. I have played PSX doom in the past because I loved the atmospheric music and felt generally darker than PC doom. I had also played using Brutal doom and ran into the same problems as you did.
This is a fantastic mod works very well in marrying the two together. I hope that you carry on the great work and the word needs to spread more that there is this new fantastic mod.
When playing I noticed one thing where when killing, blood would end up on floors and ceilings but not the walls. Blood does end up on things like switches though.
This is a fantastic mod works very well in marrying the two together. I hope that you carry on the great work and the word needs to spread more that there is this new fantastic mod.
When playing I noticed one thing where when killing, blood would end up on floors and ceilings but not the walls. Blood does end up on things like switches though.