PlayStation Doom TC
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: 207
- Joined: Mon Feb 11, 2008 6:59 pm
Re: PlayStation Doom TC
Oh wait one more questions. How come the god mode hud face wont show up when I pick up the sphere or go in god mode? All it shows is the regular face looking back and fourth.
Last edited by Flynn Taggart on Tue Mar 25, 2008 7:31 pm, edited 4 times in total.
-
- Posts: 67
- Joined: Wed Apr 25, 2007 3:47 pm
Re: PlayStation Doom TC
It should work when you pick up the sphere. It does for me. It doesn't work in god mode because there is currently no way to check if the player entered the god mode cheat with ACS scripting.Flynn Taggart wrote:Oh wait one more questions. How come the god mode hud face wont show up when I pick up the sphere or go in god mode? All it shows is the regular face looking back and fourth.
And for anyone that is going to say "Use SBARINFO", it currently doesn't do everything I need it to do. At least I haven't figured out how to. So I am sticking with the ACS method. Ironically, I am in the process of trying to figure out this problem right now.
-
- Posts: 207
- Joined: Mon Feb 11, 2008 6:59 pm
Re: PlayStation Doom TC
Ok I got it. Just figured it out, too. Well I got what I got. Can't wait for the next beta. And as I said before: Make a PSX Final Doom .
-
- Posts: 207
- Joined: Mon Feb 11, 2008 6:59 pm
Re: PlayStation Doom TC
But I swear the really dark areas were brighter in the original PSX and some of the flashing lights areas flashed completely black then light back up in the original PSX, too.
Double post .
Double post .
-
- Posts: 25
- Joined: Fri Nov 04, 2005 3:20 am
Re: PlayStation Doom TC
My guess is that they changed some things in the other versions for some reason. In the original North American "long box" (not GH) release, the exit room in MAP02 (E1M2) pulsated from pitch black to bright red, instead of a static yellow like it is here. Ditto for the exit room in MAP01 (E1M1), whereas here it's the right color of red, but it doesn't go all the way to pitch black.Flynn Taggart wrote:But I swear the really dark areas were brighter in the original PSX and some of the flashing lights areas flashed completely black then light back up in the original PSX, too.
Like I said before, I chalk it up to wacky localization differences. Who knows why Williams decided to change it.
Anyway, great job on this one so far, fenderc01, much better than the other version I saw posted here by someone a while back.
-
- Posts: 67
- Joined: Wed Apr 25, 2007 3:47 pm
Re: PlayStation Doom TC
Last edited by fenderc01 on Sat Mar 29, 2008 10:45 am, edited 2 times in total.
-
- Posts: 67
- Joined: Wed Apr 25, 2007 3:47 pm
Re: PlayStation Doom TC
It should work now. I have no idea why it wouldn't work before.Chris Neilson wrote:Download Fail
-
- Posts: 160
- Joined: Tue Sep 25, 2007 6:45 am
Re: PlayStation Doom TC
download worked.
-
- Posts: 487
- Joined: Tue Oct 12, 2004 7:21 pm
Re: PlayStation Doom TC
Another thing you could add in is echoing sounds.
-
- Posts: 67
- Joined: Wed Apr 25, 2007 3:47 pm
Re: PlayStation Doom TC
If only I knew how...Nightmare Doom wrote:Another thing you could add in is echoing sounds.
-
- Posts: 976
- Joined: Sat Dec 01, 2007 6:28 pm
Re: PlayStation Doom TC
I think 256x228 is a better size when using tall skies in ZDoom/GZDoom. From what I can tell, ZDoom lets you look 100 pixels above the original skies, and they aren't stretched in GZDoom, but the bottom of the sky texture is in the correct spot with 256x228 (I'm not sure about SX skies though.)
ANYWAY, here's EarthQuake's tall skies pack, with Doom and Doom2 skies at 256x200, so you'll need to stretch them vertically, or add some stuff to make them taller.
http://www.doomvault.com/uploads/skies.zip
ANYWAY, here's EarthQuake's tall skies pack, with Doom and Doom2 skies at 256x200, so you'll need to stretch them vertically, or add some stuff to make them taller.
http://www.doomvault.com/uploads/skies.zip
-
- Posts: 215
- Joined: Sat Oct 06, 2007 4:45 pm
Re: PlayStation Doom TC
Congratulations on a new update!
I don't know about you guys, but the new fire sky seems to be eating up zdoom's process memory for a few seconds when you first see it.
I don't know about you guys, but the new fire sky seems to be eating up zdoom's process memory for a few seconds when you first see it.
Last edited by unknownna on Sat Jun 21, 2008 11:50 am, edited 2 times in total.
-
- Posts: 20
- Joined: Thu Mar 20, 2008 8:43 am
- Graphics Processor: nVidia with Vulkan support
- Location: Moscow, Russia
Re: PlayStation Doom TC
You have made the sound for attempting to open the door w/o proper key, but needed key must blink in stbar 3 times when 3 sounds are playing...
-
- Posts: 67
- Joined: Wed Apr 25, 2007 3:47 pm
Re: PlayStation Doom TC
Comments on what is complete so far? How's the second beta?