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Comment History
Arm73
Arm73 - - 7 comments @ PSX Doom fully compatability

Hello. I'm a great fan of PSX DOOM and I just love this mod. Thank you for making this possible.
However, just so you know, I noticed that if you run the submod by itself, it's pretty faithful to the original PSX DOOM ( however you lose BD enhancements), but if you run it with brutal doom 19 or 20, or even with stand alone submods like BDJ, you get a few problems.
These problems were eliminated by an older PSX DOOM version :

" PSX Brutal Doom mod for GZDoom
Version 1.0 (PSX Doom 2.133 + Brutal Doom v19)
2013-2014, Darragh Coy (darraghcoy@runbox.com / www.darraghcoy.com) "

But a few persist in your version.
This is what I noticed, taken by the older PSX Doom readme:

" This mod carefully combines Brutal Doom and the PSX Doom total conversion mod for GZDoom so that the atmospheric enhancements found in the Playstation version of Doom can be enjoyed coupled with the extreme violence and increased difficulty level offered by the superb 'Brutal Doom' mod. "

Although these two mods can layered and loaded together at the GZDoom launch, there are many problems and incompatibilities that prevent these two mods from working perfectly together in this way. This 'mod merge' eliminates these problems and gets the PSX Doom TC working in harmony with Brutal Doom.

Some of the problems fixed by this mod merge include:

1: The monsters in the PSX Doom were actually much smaller than their PC counterparts (92% of their original scale) and some of the PSX levels were designed with this sizing in mind. Using the full sized PC monsters (Brutal or original Doom monsters) in the PSX levels would cause issues and monsters to sometimes not fit with the levels. This mod scales down all the Brutal Doom monsters and items so that they are sized correctly for PSX Doom.
-Note to prime79 : If you run your mod by itself you don't have this problem, but loaded with brutal doom you actually get bigger monsters.

...3: In many cases the new and improved PSX Doom sounds were being overriden and replaced by the original PC Doom sounds when using Brutal Doom layered over PSX Doom. This merge fixes this issue and ensures only PSX Doom sounds are used throughout the game.

4: Some of the lighting effects added in Brutal Doom interfere with the PSX Doom lighting.
A perfectly good example of this is the 1st level of Doom 2, in the main corridor connecting all the rooms. Brutal Doom added some lighting effects which made the ceiling appear brigther but PSX doom had this sector relatively dark and bluish which resulted in a weird lighting scenario where the ceiling was really bright but the floor very dark. This mod merge fixes such issues and uses the original PSX Doom sector lighting in all these cases.
-Note to prime79 : If you run your mod by itself you don't have this problem either.

Etc..Etc....

Thank you again for your work, I hope this helps.

Good karma+1 vote
Arm73
Arm73 - - 7 comments @ Quaker540's Sub-Mod V17C

Good luck with that my friend, I hope it didn't cost you an arm and a leg to get it fixed ;)

Good karma+1 vote
Arm73
Arm73 - - 7 comments @ Quaker540's Sub-Mod V17C

Hopefully it will still be compatible with the Ultimate DoomVisor HUD, the two mods go so well hand in hand with eachother !

Good karma+2 votes
Arm73
Arm73 - - 7 comments @ Quaker540's Sub-Mod V17C

Hey Quaker, I registered to these forums just to be able .....to officially say thank you once again ( as a guest i did it several times ;) ) and tell you how awesom you are !
I was impatiently waiting for your v17 release, but when it came out I was toward the end of the Inferno campain with v16 and I wanted to finish that first before I jumped to the new version for Thy flesh consumed, Doom2, TNT and plutonia ( so much still to play! ).
I noticed that there are a couple of problems with the newer version and apparently a fixed v18 is already on it's way...
I guess I'll probably wait a little longer.
In the mean time, I got spoiled by PSX Brutal Doom !! Yes, the mod is not perfect and the levels luck some details and are somewhat smaller ( wich is not such a bad thing in my book ) but being a huge fan of Doom 64,I just can't help but love the music, lightling and general atmosphere of the classic PSX Doom, now even better with a touch of brutality...But I do miss your sound FXs and gameplay enhanchements !
What can I say, I just will have to play them both ;)

Thanks again, did I mention you're awesome ?

Good karma+1 vote
Arm73
Arm73 - - 7 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

Hey saegiru, I love your visor and like many oder said, it's one of the best I've ever had the pleasure to see, if not the best for the era....
I'm using it with the great Quaker540 submod and it's the best Doom experience I've ever had....can't thank you enough.

I just wanted to mention, that I get a bunch of script errors when I load your mod with recent versions of GZDoom, even though once the game launches, everything seem to be working fine. I wish I could be more specific but those errors scroll by too fast for me to read, unless there is a log somewhere that I can copy and paste here.

Another thing, the recent Playstation Doom For Brutal Doom (beta 3.0) mod is awesome in it's own rights, even though it need to be working on, and even though the levels are a bit smaller and some are completely removed, the lightning, music and atmosphere, make it for an unparalled experience.
If only your visor could work with it.........I tried to load it, and I noticed that no matter what resolution or aspect ratio I use, your visor is squisched and cut somewhere toward the lower third part of the screen, no doubt due to a different rendering resolution used by PSX Doom.
Could be easy to fix, and support this great mod, or would that require a complete overhaul of the code ?
Either way, thank you again.

Good karma+1 vote
Arm73
Arm73 - - 7 comments @ Playstation Doom For Brutal Doom (Final Version)

7: Brutal Doom added two new special weapon slots (number 9, and 0) but the PSX Doom HUD only had 8 slots for the standard Doom/Doom II weapons. This mod adds two extra slots on the PSX Doom HUD for the new additions.

8: On the menus and end of game screens for PSX Doom, the Brutal Doom low-health/blood-drip effect would play unintentionally....

This is a fantastic mod and I would love to see it worked on, my ideal DOOM experience would be a combination of all those incredible mods:

- Brutal Doom
- Quaker 540 submod
- Playstation Doom For Brutal Doom
- Ultimate DoomVisor HUD

That would be my dream team coming true he he he....

Arm73

Good karma+4 votes
Arm73
Arm73 - - 7 comments @ Playstation Doom For Brutal Doom (Final Version)

What about those problems asociated with PSX Brutal Doom that the other no-longer-supported mod already fixed, like ( taken from Forum.zdoom.org)

1: The monsters in the PSX Doom were actually much smaller than their PC counterparts (92% of their original scale) and some of the PSX levels were designed with this sizing in mind. Using the full sized PC monsters (Brutal or original Doom monsters) in the PSX levels would cause issues and monsters to sometimes not fit with the levels. ..

2: On some levels Archviles would appear (often TONS of them) which would render the game almost unplayable. On the original PSX Doom the Archvile was not in the game but was replaced by a bloody meat hook decoration instead. ...

3: In many cases the new and improved PSX Doom sounds were being overriden and replaced by the original PC Doom sounds when using Brutal Doom layered over PSX Doom.....

4: Some of the lighting effects added in Brutal Doom interfere with the PSX Doom lighting. A perfectly good example of this is the 1st level of Doom 2, in the main corridor connecting all the rooms. Brutal Doom added some lighting effects which made the ceiling appear brigther but PSX doom had this sector relatively dark and bluish ...

5: The PSX specific nightmare spectre would just be it's normal (non brutal) self upon loading the two mods together. This mod merge makes the PSX Nightmare spectre behave more like the Brutal Doom Spectre, and makes it so that it does not seem out of place in the game. The only feature currently missing on the PSX nightmare spectre is that it cannot be involved in a fatality; trying to do a fatality move on it currently will result in it exploding in a pile of gib (not a bad outcome).

6: The mugshot on the PSX Doom HUD would be misplaced when loading the Brutal Doom mod over PSX Doom. This mod fixes the positioning of the mugshot. This mod also fixes other problems with weapon selection on the PSX Doom HUD.

Good karma+3 votes