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.
Contains PSX DOOM CE with graphics and audio addons. Requires DOOM2.WAD (see prerequisites instructions below). Comes bundled with GZDoom 4.8.2 for convenience, but you can use an existing installation of it. Read the readme for more details.
If you are upgrading from version 3.3.0 and want to avoid the large download, you can download the Lite version and overwrite every file in your existing installation with those files. The extra addons contained in this download were not updated.
Map 23 tower of Babel doesn't have the fire sky like the ps version does it's using the pc red mountain sky instead.
It's not the only level. There's an option to use the original skies.
I know there is and I've messed with those settings but the issue still persists
I see what you mean. The fire sky only appears when the Lost Levels addon is not loaded, because that places the map in hell, after Limbo.
However, the option to use the original sky should be taking effect here. I will fix this for the next release, thanks
Ah I see and no worries my friend thank you for constantly working on this amazing project 🔥👌🤝
Just a few things I could recommend first is the status bar when enabling the psx weapons it increases the size of the hud any way of fixing that? And the sound effects when I remove the sound effects add-on certain sounds still persist like the bfg rocket launcher and machine gun and probably a few enemy sounds too but not too sure about the enemies. And I know I asked before but is there no way you can alter the fire rate just slightly because 35 is slightly too fast and I had someone fix the fire rate for me for psx doom TC yesterday and I don't know how he did it but he managed to get the fire rate just right he managed to get the weapons to fire exactly the same fire rate as the PAL versions of the games do.
I couldn't work around increasing the hud size, sorry. I had some problems with how gzdoom scales things.
I'd like to add the PAL speeds in the future. In that version, not only weapons are faster, enemies and the player also have different speeds. I'll keep it in mind.
The sounds are not changed...
And one more thing the gun count the playstation version counts up to 8 collums but the pc version only persists of 7 anyway you could add the extra collum to fill the grid so that when you have all the weapons there isn't an empty space for slot 8?
And is there any chance you can upscale the psx weapons too because when using the neural upscaled textures for the levels the guns look too pixelated compared to the environment?
I could change the slots up to 8 like in the original, but I think PC players are more used to 1-7, and adding an additional option would just clutter up the mod's code too much. I'll keep it in mind for the future.
The psx weapons are far too compressed to look good with upscales, I tried but the result was just too poor.
Every think of adding a super shotgun drop/pick up option? I feel like Command Center during episode 2 where you're going through and there's a shotgun pick up basically on a pedestal. Would be perfect for the ssg and the ssg being a normal pick up halfway through would make sense. Already dealing with doom 2 monsters since map one. I know you can get it in the Marshes but it should really be a regular weapon in psx doom with doom 2 enemies.
I'm trying to keep it as close as vanilla as possible, so that would be out of scope for this mod... however someone could do it as a sub-mod or addon.
Concerning the level Downtown, is there currently a bug to get the secret level Betrayal? I've tried everything but can't seem to get to it normally or at least the trigger is incredibly well hidden. I added it into the slade map editor and found nothing that would trigger the secret door to open either just to be sure when I finally gave up. Even using noclip to see if I missed anything.
I've got to the secret exit before. Watch this video. Youtube.com
The switch that opens the wall is at the bottom right of the map. If I remember correctly, if you miss it you can't hit it again.
Imgur.com
Ahhh, I see. Thanks. Ill try it later today. I turned on the gzdoom cheats to see where dpors are on the automap and I noticed something was there but couldn't access it. Thought it was just some kind of trigger for something else.
Love this mod. Honestly think in SIGIL there needs/should be a few Doom 2 monsters (Revenant,Chaingunner,Hell Knight,Pain Elemental) as well as some Nightmare Specters given its the "PSX DOOM" version of the levels.