Same thing is happening with me. About half of the available resolutions aren't recognized, including a lot of common widescreen resolutions like 1366x768. I have to force it down to ~640x480 to get the console spamming to go away, currently.wildweasel wrote:Very awesome work; however, it doesn't seem to recognize 1440x900 as a "valid" resolution and spams the console with logs about it...?
[WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
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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.
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Re: [WIP] Project MSX - Beta 2 released!
- Marrub
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Re: [WIP] Project MSX - Beta 2 released!
Works fine on 16:10, 1280x800
- TiberiumSoul
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Re: [WIP] Project MSX - Beta 2 released!
THIS^ please what the hell D:VoVa12398 wrote:So, I've got a strange bug with sound. Sometimes, when i shoot my weapons, sound appears to be played, but then cutoff by something, that doesn't even let the sound play normally. And, sometimes, all sounds dissapear, except monster sounds. What's going on?
Re: [WIP] Project MSX - Beta 2 released!
I've been playing for a bit now, everything is just fantastic, gameplay is awesome, with marines no longer being hitscan death machines, and I love some of the new effects like the pulse guns and the Cacodemons projectiles. I'm going to be playing this for quite some time, I can tell.
Not exactly sure, but it seemed to be something odd with GZDoom for me. It was basically being caused by the shield recharge noise when the shield was fully charged. Try shooting or punching with your shield down, the sounds work fine until it fills back up. A few different mods were also having sound problems, so I deleted my zdoom.ini file and redid my settings, works absolutely fine now. I think it might've been something weird with updating GZDoom at some point, dunno what caused it really.VoVa12398 wrote:So, I've got a strange bug with sound. Sometimes, when i shoot my weapons, sound appears to be played, but then cutoff by something, that doesn't even let the sound play normally. And, sometimes, all sounds dissapear, except monster sounds. What's going on?
Re: [WIP] Project MSX - Beta 2 released!
So after extensive playing of Beta 2 all I can say is holy cow.
It's fantastic.
I really like the changes to the Autocannon, making it an even more amazing weapon than in the first beta.
The pulse rifle was pretty neat and I ended up really liking the Shock mode.
That Gauss Rifle is absolutely amazing.
The enemy balance is so much better as well, and the quick shield charge having a couple of seconds of invincibility made UAC Ultra's large radiated area much more possible.
This is easily one of my favorite mods and I can't really think of what else could be added to it.
It's fantastic.
I really like the changes to the Autocannon, making it an even more amazing weapon than in the first beta.
The pulse rifle was pretty neat and I ended up really liking the Shock mode.
That Gauss Rifle is absolutely amazing.
The enemy balance is so much better as well, and the quick shield charge having a couple of seconds of invincibility made UAC Ultra's large radiated area much more possible.
This is easily one of my favorite mods and I can't really think of what else could be added to it.
Re: [WIP] Project MSX - Beta 2 released!
oh yeah looking good
the only complain will be why change some of the sounds effects of the weapons?
and why the enemy marines even they got hit by other mosters they dont attack back?
the rest looking good
the only complain will be why change some of the sounds effects of the weapons?
and why the enemy marines even they got hit by other mosters they dont attack back?
the rest looking good

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Re: [WIP] Project MSX - Beta 2 released!
I'm having some issues keeping track of what weapons I've picked up and what slots they go in- aside from that I am loving this suit punch thing, omg.
- wildweasel
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Re: [WIP] Project MSX - Beta 2 released!
If I might weigh in on the player speed thing: a lot of people complained about the slow player speed in the previous beta, but I am quite the opposite. I do not play with Always Run enabled, and I make a habit of walking carefully. With the sped-up player, I find that it is difficult to be subtle with my movements, turning a simple "peek around cover" move into me accidentally diving all the way out of my protective wall, into a hailstorm of Revenant shots.
- iSpook
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Re: [WIP] Project MSX - Beta 2 released!
Yeah I've found the increase in player's speed to be unnecessary.
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Re: [WIP] Project MSX - Beta 2 released!
Hot damn this fixes every problem I had with beta 1 
There is an incredible amount of polish to everything now.
I would rather melee be a separate bind and secondary weapon function be altfire, but I just switched those keys for MSX and things were fine.
How do you unzoom from the big sniper weapon?

There is an incredible amount of polish to everything now.
I would rather melee be a separate bind and secondary weapon function be altfire, but I just switched those keys for MSX and things were fine.
How do you unzoom from the big sniper weapon?
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Re: [WIP] Project MSX - Beta 2 released!
Eh, I just press the use key. It'd be nice if you could press the alternate fire button to zoom out, though.
Re: [WIP] Project MSX - Beta 2 released!
I just use the chasecam to look around corners...wildweasel wrote:If I might weigh in on the player speed thing: a lot of people complained about the slow player speed in the previous beta, but I am quite the opposite. I do not play with Always Run enabled, and I make a habit of walking carefully. With the sped-up player, I find that it is difficult to be subtle with my movements, turning a simple "peek around cover" move into me accidentally diving all the way out of my protective wall, into a hailstorm of Revenant shots.
- wildweasel
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Re: [WIP] Project MSX - Beta 2 released!
That doesn't let you shoot around the corner, though.Valherran wrote:I just use the chasecam to look around corners...
Re: [WIP] Project MSX - Beta 2 released!
Agreed, it almost feels like the walking speed is as fast as running in regular Doom, since I've been able to do those "running jumps" between platforms really easily in this. Maybe a balance can be found between the first version and this?wildweasel wrote:If I might weigh in on the player speed thing: a lot of people complained about the slow player speed in the previous beta, but I am quite the opposite. I do not play with Always Run enabled, and I make a habit of walking carefully. With the sped-up player, I find that it is difficult to be subtle with my movements, turning a simple "peek around cover" move into me accidentally diving all the way out of my protective wall, into a hailstorm of Revenant shots.
- PillowBlaster
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Re: [WIP] Project MSX - Beta 2 released!
Had a go with it, and I must say it's pretty damn cool! And I want to cover two issues with one screen. I hope it's pretty readable what's wrong. 
