Psxdoom
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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?
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?
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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?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?
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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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.
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.
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Look at these screenshoots very carefully to see what I'm talking about....Cutmanmike wrote:Hmm really? I never noticed.
Original Doom 2 SSG

PSX Final Doom SSG

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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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.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.