Implemented old teleporter fog and sound effect.Added decals to mother demon fire attack.Fixed archvile sprite for spawn state if using freedoom.Better detached leg limb sprite floor clipping.Added new brain gib for the Spider Mastermind.Added new leg and arm gibs for the Cyberdemon and Annihilator.Fixed Hellknight and Baron leg gibs disappearing when killed over water.Fixed blood pools not aligning with monster corpse.Fixed that not all corpses were leaving blood pools.The change will now take effect immediately. Added ability to turn off light halos as well as fog.This is also compatible with NDBD64_Enhanced. Updated to include latest fixes and monster sprites and deaths from BD64 v2.5 u30.8.Added new option set maximum wall decal limit.Therefore the old Zandronum and GZDoom ketchup option menus have been removed and simplified into the main BD64 options. Noticing that the Zandronum ketchup options weren't working correctly.Added an optional spawner where a Spider Mastermind can be replaced by a Motherdemon.Revised optional monster spawner options to match latest BD 64 v2.5 update 26.This file should be added after any mod file containing modified monsters. Please remember to set your mod load order correctly. If using the latest GZDoom (currently 4.6.1) remember to disable the "Simple Options Menu" or click on "Full Options Menu" from the options menu. "BD64 options" should be found at the bottom of the "Options Menu". I think the "no$psx v1.9" emulator runs the game as PAL, that's why the screen resolution is 256X224, but the ePSXe emulator runs it as NTSC which screen resolution is 256X240, which i think the game was designed for 256X240 why? simple, in the PAL version the status bar doesn't suffer any scale ratio and it keeps it in 256X240, besides the "PAL and NTSC TVs" get rid of 8 pixels from the top of the screen, I made the "DOOM PSX Master Edition" similar to the view from the ePSXe emulator which is 256X240.At the moment this mod will only work with GZDoom due to Zandronum not supporting the feature to add a menu without defining a full menu which could overwrite other mods menus. Well, I think there is no need to take the black bar out, consider the following images please. This also means that the view is meant to be y-sheared down by about 8 out of 240 pixels. As far as I'm concerned, the way the game looked on PAL consoles is not valid, it was designed for NTSC TVs, first and foremost. One thing I can tell you is that the black bar underneath the status bar is absolutely not meant to be seen. Please see my notes on the subject in this thread, and please consider them. I can tell you guys really know what you're doing in practically every way, but I know aspect ratios and TV overscan like the back of my hand, and I think that your PSX port is not as accurate as it should be in this regard. I just hope that these types of changes are configurable from outside of the engine (such as ticrate being in GAMEINFO or something), and are not hardcoded, permanent changes. I can only assume that you adjusted the ticrate as well. I notice that you went very far with the changes, even emulating the way Doom 64 and PSX Doom did damage flashes (applies to world assets, as opposed to being in screenspace). Have you been in regular contact with Graf to ensure that it meets his standards, so that these features can be backported without issue? That being said, the fact that this is all being done on a custom fork of GZDoom worries me a little bit. This does look like it's getting close to completion. I'll admit, I was slightly skeptical when this was first announced, but your recent videos alleviate most concern that I had. Thanks for being waiting this project, those who are interested in this project. In a couple of days, i will be uploading the source code on Github and will also make a documentation about all of these new features about this source port. Source Code: the next objective about this project is to aim these features in newer official GZDoom Versions, feel free to make use of all the codes included here! You just need to run the Bat.files to start a game. Menu pictures can be stretched to 348 and pics are added to the edges "black bars" to compesate 16:9 screen resolutions.įixed the double ammo bug given by the Zombie Marines when they die (Zombie Man, Shotgun Guy and Heavy Weapon Dude). New flag added in order to the player can auto-telefrag himself. Here the link to download: Master Edition įixed firing error in shotgun and super shotgun, PSX and Doom64. PSXFinal DOOM in pk3 format plus an edited GZDoom with new features unique to these projects. And toĬelebrate Doom's 25 birthday we have decided to release it for everyone right now! It includes Doom64, PSXDoom and Finally, we have just finished this project DOOM64 and PSXDoom/Final DOOM for GZDoom Master Edition.
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