Psxdoom

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Nash
 
 
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Post by Nash »

Very nice, though to make it more polished, you (the map author) should go through every map and add coloured lighting and transparency by hand, to replicate the PSX levels 100%.
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Kinsie
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Post by Kinsie »

Cutmanmike wrote:(if it's a different sprite, bit hard to tell)
I believe it's actually a thing flag that does the sprite-inverty crap.
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Cutmanmike
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Post by Cutmanmike »

Nash wrote:Very nice, though to make it more polished, you (the map author) should go through every map and add coloured lighting and transparency by hand, to replicate the PSX levels 100%.
I'd be willing to do that if I can get psx doom back (it'll pop up in my game store sometime i'm sure)
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Enjay
 
 
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Post by Enjay »

There are loads of copies sitting on Amazon right now for a few quid each.
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Cutmanmike
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Post by Cutmanmike »

Less than a fiver... That's good enough for me! Now I just need to wait until I need £20 worth of crap so I can get a super duper saver or whatever it's called.

Edit: Wow some of these levels look really "normal" without the colored textures and such. Also where's my original firey sky dammit? ;)

Edit: What the... for some reason some of the demons seem to start out by fighting other monsters. Anyone else get this problem?
CaptainToenail
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Post by CaptainToenail »

Speaking of, someone should totally rip the nightmare specture (if it's a different sprite, bit hard to tell) and the gib HUD face graphics.
Really, go for it! Gib hud sprites, wtf!? Does his head explode like a watermelon or something?
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Enjay
 
 
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Post by Enjay »

CaptainToenail wrote:Really, go for it! Gib hud sprites, wtf!? Does his head explode like a watermelon or something?
Pretty much, yes. I used to have an animated gif of it somewhere but I can't find it ATM.
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Enjay
 
 
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Post by Enjay »

Cutmanmike wrote:Edit: What the... for some reason some of the demons seem to start out by fighting other monsters. Anyone else get this problem?
Yes, definitely. Opening the maps in DeePsea in the old Zdoom (ie Zdoom in Doom format) project, it shows the offending demons as flagged "not in DM". Now, I don't know if this flag ever existed in ZdoomDoom format maps (ie DeePsea is wrong) or if the flag has been changed somehow or whether there is something else going on that is not obvious from DeePSea but these monsters are friendly. Perhaps a friendly flag has been added to Zdoom in Doom format since the last version of DeePsea?

Anyway, a good place to test it is to go to map08 (Phobos anomaly) then go to the star area. Kill the barons without the demons in the star seeing them (I used MDK) then walk to the back of the star where there should be some demons just standing there doing nothing. They will totally ignore you. However, summon an enemy and they will attack it.

[edit]Converting an offending map to Hexen format using ZWADCONV does not set the monsters as friendly. This does not mean that the monsters were not already carrying some friendly flag - seeing as how ZWADCONV would pre-date the flag. However, it does fix the problem. So, a quick fix for these maps would be to run them through ZWADCONV, which may be what people wanting to add coloured lighting will do to them anyway.

[edit2]typos
Last edited by Enjay on Fri Oct 05, 2007 10:50 am, edited 1 time in total.
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Cutmanmike
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Post by Cutmanmike »

Oh well as long as it doesn't mean we have to go through every map and unfriendly every damn demon there is.

This might just be me also but if I remember the sky looked alot different to what the current one is. Maybe there's no way of getting it (it's generated and not an image?) but the real one looked really damn good and i'd like to have it before I do anything with this.
Nightmare Doom
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Post by Nightmare Doom »

Cutmanmike wrote:Hmm really? I never noticed.
Look at these screenshoots very carefully to see what I'm talking about....

Original Doom 2 SSG

Image

PSX Final Doom SSG

Image

Ever noticed that the original SSG's barrels are croquet? I also like to note that the brown space separating the barrels on the original SSG should point out the difference very quickly compared to the PSX Final Doom SSG which the barrels are connected on both sides. Also, the right side on the original SSG's barrel is narrower compared to the left barrel unlike the PSX's SSG which both barrels are happen to be aligned/shaped correctly.
Last edited by Nightmare Doom on Fri Oct 05, 2007 2:18 am, edited 10 times in total.
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Nash
 
 
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Post by Nash »

I can't really see the difference.
Nightmare Doom
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Post by Nightmare Doom »

Nash wrote:I can't really see the difference.
Then obviously you haven't been looking hard enough. Just observe the screenshots I presented above very closely once more and you should see the difference....
Last edited by Nightmare Doom on Fri Oct 05, 2007 2:44 am, edited 11 times in total.
Kyran
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Post by Kyran »

Whoa, I never noticed that. Originals still the best. :D
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Cutmanmike
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Post by Cutmanmike »

Looks darker, and the flash is different for sure.
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Skippy
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Post by Skippy »

Speaking of, someone should totally rip the nightmare specture (if it's a different sprite, bit hard to tell) and the gib HUD face graphics.
As far as I can tell, the Nightmare Spectre is simply an inverted grayscale Demon sprite with a black/blue tint. I might have a crack at faking this with a translation table.

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