PSX DOOM and DOOM 64 total conversions for GZDoom, overhauled. This mod builds on the existing total conversions of PlayStation DOOM and DOOM 64 for GZDoom, PSX DOOM TC and DOOM 64 Retribution, to take advantage of the latest GZDoom versions and add many features that make them more faithful but were impossible to implement at their time of release. To achieve this, a large amount of the code has been adapted from GEC Master Edition (also known as DZDoom), while looking at the reverse engineered code and existing source ports of these games for reference. In addition to that, the mod is highly modular and contains many *optional* "enhancements" that deviate from the original experience. Depending on your preference, you can choose to play as close to vanilla as possible, or experiment and play with upscaled textures, PBR materials, flashy particle effects and other features that are common in other GZDoom mods.

Description

Small bugfix release. Contains PSX DOOM CE with graphics and audio addons. Requires DOOM2.WAD (see prerequisites instructions below). Comes bundled with GZDoom 4.7.1 for convenience, but you can use an existing installation of it. Read the readme for more details.

Preview
PSX DOOM CE 2.1.1 (Full Version)
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Frosted_Moontips
Frosted_Moontips - - 70 comments

I'm having a strange issue where the bullet impact decals have broken alpha layers X3

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molecicco Author
molecicco - - 518 comments

Any hints on how can I replicate it? Does it happen in any map in particular? What renderer are you using (vulkan, opengl, etc)? Could you post a screenshot?

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Frosted_Moontips
Frosted_Moontips - - 70 comments

I tried switching renderers and played all 3 CEs and still the same issue

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molecicco Author
molecicco - - 518 comments

Thanks for the screenshot!

TIL that if you enable the enhanced particles, GZDoom's Classic Transparency option cannot be in "Vanilla (forced)" or some particle backgrounds will look black. Setting it to "ZDoom (Forced)" or "Auto (ZDoom Preferred)" will fix it.

I'll see if I can do something about it for the next update.

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THE-FALLENGATEKEEPER
THE-FALLENGATEKEEPER - - 152 comments

You know in the next update of PSX DOOM CE could you use the actual playstation mugshot of doomguy the instead of the pc version please and have the option to turn of sound caulking for the enemies.

And by the way I love how you've made the keys flash in the key slot when u click on a door that requires a key you haven't got. Been waiting for ages hoping someone some day will do that 👌👌 I'm surprised they didn't do it for psx doom TC.

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molecicco Author
molecicco - - 518 comments

To disable the extra sound effects, delete the file named "Addon.SFX".

Currently I'm not planning on replacing the mugshot or weapon sprites with their PSX counterparts because they look really downscaled in comparison to the PC ones. It is a good idea for a sub-mod if anyone wants to implement it, though.

There's a couple improvements that are coming in the next version that will make this mod more faithful though:

- Ability to play without the PC "Lost Levels" integrated into the campaign.
- Ability to use the original PSX stats screen an intermission backgrounds.
- Improved PSX Software colors and brightness.

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THE-FALLENGATEKEEPER
THE-FALLENGATEKEEPER - - 152 comments

Oh ok then yeah sounds good man can't wait. And couldn't you do a neural upscale for the psx doomguy mugshot like you did for the weapon and environment textures? I mean I would try and do it but I have no experience at all when it comes to upscaling and making wads.

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molecicco Author
molecicco - - 518 comments

When I was starting out with this project I tried, but the PSX mugshot is too pixelated and couldn't make the upscale look good (upscaling pixel art is very difficult). The PC doom one worked way better.

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