PSX Doom/Final Doom TC [Zandronum Edition]

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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ForrestMarkX
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PSX Doom/Final Doom TC [Zandronum Edition]

#1

Post by ForrestMarkX » Thu May 09, 2013 5:18 am

I have gotten permission from the creator of the TC to edit this mod as long as I give proper credit to all the creators and contributors.

This is the PSX Doom TC that was made by fenderc01 and the additions to it by others, converted to work with Zandronum. Everything works fine as far as I've tested except the hud but there is a ACS version available for those who want to see it. Also a warning the ACS hud doesn't work as intended in multiplayer, you can't make it disappear by changing the screensize. So if you decide to use it you're stuck with it on the hud, it does work in Singleplayer though.

If you find any bugs or problems then message me and I'll see if I can fix it

UPDATE: I was able to fix the hud so you now no longer need to download the ACS version.

UPDATE #2: Fixed the hud font being all squished up and small, fixed the ssg acting like the normal shotgun, and fixed the deathmatch hud

Downloads:
[PSX Doom]
[PSX Doom Music]

Credits:
Mattfrie1 (Project Coordinator)

fenderc01 (Maker of PSX DOOM TC/Resources/Tester)

Dragonsbretheren (Updated TC Maker/Tester)

Gez (Assistance with weapon and monster coding)

Scottgray (Lead Programmer on PSX Final Doom maps)

Omnipotus (PSX Final Doom Converter)

lafoxxx (Rerecorded Music/Tester)

unknownna (Multiple Bugfix Updates)

scalliano (Credits roll/Tester)

Sodaholic (Sprite/Palette Conversion)

Pictures:
Ultimate Doom
Image
Doom 2
Image
Master Levels
Image
TNT
Image
Plutonia
Image

Original Thread & Post:
http://www.doomworld.com/vb/wads-mods/5 ... -released/
DOWNLOAD LINKS TO TC (Copied from ScottGray's post)
PSX Doom TC Version 2.1


PlayStation Doom + Final Doom Episodes (PSXDoom 2.1.zip) (24MB)
http://www.mediafire.com/?8j5jte1e8dwuk98


GAME MUSIC (PSXTCMUS.PK3) (76.5MB)
http://www.mediafire.com/download.php?w1uo81ee7ikc7kb

UPDATE: fenderc01 (Who made the original PSX Doom TC) has kindly made a mediafire page which compiles all the files (including the most recent TC update) related to this project on one page. here is the link for those who are interested.

Here's the link to ScottGray's original post which also contains links to download GZdoom (required to play TC) and the Playstation startup sequence for a more authentic experience. Check his post as well as this one, because he will always have his post updated with the most recent version of the TC. Also, check the most recent page of the thread for unknowna's most recent update patch. It replicates the monster behavior of PSX Doom, as well as other various other nuances exclusive to the PSX Doom engine.


Credits
Mattfrie1 (Project Coordinator)

fenderc01 (Maker of PSX DOOM TC/Resources/Tester)

Dragonsbretheren (Updated TC Maker/Tester)

Gez (Assistance with weapon and monster coding)

Scottgray (Lead Programmer on PSX Final Doom maps)

Omnipotus (PSX Final Doom Converter)

lafoxxx (Rerecorded Music/Tester)

unknownna (Multiple Bugfix Updates)

scalliano (Credits roll/Tester)

Sodaholic (Sprite/Palette Conversion)

Testers:

francis247uk

buttspit

GBT3

Hellknight2012

Charu

nirv

ORIGINAL POST

I made this proposal in a thread that recently got PH'ed (I guess the op posted warez), but would anyone be interested in making a TC that recreated Playstation Final Doom for the PC?

For those that might not know, Final Doom on the Playstation stores it's maps in some kind of a ROM format, different from the original PSX Doom that stored it's maps in the traditional WAD format.

Because of this, Kaiser's PSXMAKE tool (which fueled the creation of the PSX Doom TC) doesn't effectively work on Final Doom levels, as they are compressed in a different way. I PM'ed Kaiser recently on the matter, and he told me that he no longer had the resources to edit the PSXMAKE program to recognize PSX Final Doom levels.

So, it seems to me that the only way to actually get these levels on the PC would be to edit the PC versions of the maps so they resemble their PSX counterparts. I started to edit Attack.wad from the Master Levels for Doom II, and it definitely seems possible that something of this nature can be done, even if it seems rather tedious. However, it would be better if multiple mappers worked on converting the levels, as it can be a long process for one person to try and notice every little detail that was changed for the PSX version.

As for myself, I'd be more than willing to assist in the project in any way possible. I am still sort of a n00b on using Doombuilder, but I'm sure I could at least edit 1 or 2 levels.

So, would anybody be interested in the idea?
Last edited by ForrestMarkX on Tue May 21, 2013 6:30 pm, edited 1 time in total.

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RE: PSX Doom/Final Doom TC [Zandronum Edition]

#2

Post by ForrestMarkX » Thu May 09, 2013 9:58 pm

Edit: I can now edit my post so this reply is unneeded
Last edited by ForrestMarkX on Fri May 10, 2013 3:07 am, edited 1 time in total.

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RE: PSX Doom/Final Doom TC [Zandronum Edition]

#3

Post by thebestmlTBM » Thu May 09, 2013 10:40 pm

ForrestMarkX wrote: Update has been released, can't edit my first post cause ti will always return a MySQL error when I save the changes

Updated file download link:
http://www.mediafire.com/?s2e47d6pryxmhzf
Nice one. What if there was a "Doom Vercetti: Zandronum Edition" since DoomGuy II used to make it in progress for Skulltag, until he founds out that it's dead. I'm not sure that he can make for Zandronum due to his opinion. :P
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RE: PSX Doom/Final Doom TC [Zandronum Edition]

#4

Post by ForrestMarkX » Thu May 09, 2013 11:36 pm

Test server can be found at this address

75.111.145.215:10666

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RE: PSX Doom/Final Doom TC [Zandronum Edition]

#5

Post by Espio » Thu May 09, 2013 11:53 pm

Ooh interesting. Very good job.
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https://youtu.be/qbgpcemxVPA?t=8s "Get the fuck up."
https://www.mediafire.com/?kb7sf1nizgwvqsr My custom music wad for Doom I & II - 166 MEG WARNING

<Dark-Slayer>CorpseGr1nder, get a job
<Konar6>blow*

(09:58:54)<BlueCool>think of all the stuff i couldve done in thoes 5 second
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RE: PSX Doom/Final Doom TC [Zandronum Edition]

#6

Post by ForrestMarkX » Sat May 11, 2013 3:35 am

Update.

Changelog:

Fixed pistol, chaingun, shotgun and SSG (Changed them from doing the default a_<weaponfire> to A_FireBullets like they were originally

Fixed the fullscreen hud font being too big

Fixed the frags number to be where they should be

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RE: PSX Doom/Final Doom TC [Zandronum Edition]

#7

Post by katZune » Sat May 11, 2013 10:41 pm

for me psx doom is the best <3 ! but i recommend put the music in a different file, because download it again just for fixs is bored :|, but for the rest is pretty good!
Whitout a good PC ATM, i will back when 2.0 come out, :)
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RE: PSX Doom/Final Doom TC [Zandronum Edition]

#8

Post by ForrestMarkX » Sun May 12, 2013 1:00 am

Update

Changelog:
Fixed most monsters see sprites playing in slowmo
Removed music from package and made it a separate download
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

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RE: PSX Doom/Final Doom TC [Zandronum Edition]

#9

Post by Slyfox » Sun May 12, 2013 1:10 am

man, this reminded me how much of a headache the master levels were when trying to exit them. Love these maps

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RE: PSX Doom/Final Doom TC [Zandronum Edition]

#10

Post by ForrestMarkX » Wed May 15, 2013 10:22 am

Update

Changelog:
Fixed the god mode mugshot (Was not being displayed)
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

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RE: PSX Doom/Final Doom TC [Zandronum Edition]

#11

Post by ForrestMarkX » Tue May 21, 2013 5:33 pm

Updated to v1.8

Changelog:
Removed Williams Logo to clear up space
Added the fixed maps (Map42, Map47, Map52, Map90)
Last edited by ForrestMarkX on Tue May 21, 2013 6:21 pm, edited 1 time in total.
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RE: PSX Doom/Final Doom TC [Zandronum Edition]

#12

Post by SwordGrunt » Fri May 31, 2013 3:43 pm

Am I the only one who can't download the files? I almost never use MediaFire so I dunno if I need a premium account to download large files or something.

Can't wait to play this though, I loved PSX Final Doom.
Last edited by SwordGrunt on Fri May 31, 2013 6:19 pm, edited 1 time in total.

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RE: PSX Doom/Final Doom TC [Zandronum Edition]

#13

Post by DevilHunter » Mon Jun 03, 2013 11:13 am

The links work for me. I'll go ahead and add a Mirror for this.

PSXDOOMZandro_v2.0.pk3
PSXDoom_2.12.zip
PSXTCMUS.PK3
PSXTCMUS_v2.PK3

Enjoy :p (I know I usually don't put pk3's on there own on my HTTP often but.. It turns out if you zip them, they almost double in Size :/)

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RE: PSX Doom/Final Doom TC [Zandronum Edition]

#14

Post by SwordGrunt » Mon Jun 03, 2013 8:03 pm

Thanks man, gonna fire this up as soon as I can.

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RE: PSX Doom/Final Doom TC [Zandronum Edition]

#15

Post by Echo » Fri Jun 07, 2013 7:21 pm

Time to get pedantic.

Bugs/Issues:
- Coloured lights are gone, or at least they aren't affecting any sprites at all. At first I thought it was a Zandronum issue with online play, but nope. Tested online/offline, sprites remain unaffected. Tested with other maps featuring coloured lights though, and they work fine.
- A lot of enemy behaviour seems to have reverted back to original PC; Revenants in particular rush around the place like it's 1994.
- Menu graphics are horribly oversaturated. I know this doesn't affect the atmosphere/gameplay in the slightest, but all the same it looks awkward. It's no good trying to make them blend with the original menu, because they use entirely different fonts. Just re-write the menu images with the correct font; I can do this for you if need be.

So, in the politest manner, I ask:
What the fuck have you done to break these things so badly?
H ELLO AM 48 YEAR MAN FROM SOMALIA. SORRY FOR BAD ENGLAND. I SELLED MY WIFE FOR INTERNET CONNECTION FOR PLAY AND I WANT TO BECOME THE GOODEST PLAYER LIKE YO U

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RE: PSX Doom/Final Doom TC [Zandronum Edition]

#16

Post by ForrestMarkX » Sat Jun 08, 2013 4:32 am

I edited nothing involving those things except the monsters, I can not remove the menu fonts cause I do not know how, the light issue isn't my problem, and I changed the monsters back to the PC version cause it was because people felt them moving in slow-mo wasn't really so great and broke the gameplay. If you do not like this then either don't play it or make your own cause I'm no longer working on this and feel that where it is, is fine if the original creators patch there GZDoom version then I will do the same here
Fixed the light issue now that I looked into it, it was this

Code: Select all

LightMode = 0				// Bright lighting w/ strong fading
in the MapInfo which was original a ZMapInfo
Last edited by ForrestMarkX on Sat Jun 08, 2013 5:50 am, edited 1 time in total.
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Re: PSX Doom/Final Doom TC [Zandronum Edition]

#17

Post by Immortal psx » Mon Mar 14, 2016 10:57 am

The SSG of the original PsxDoom is apparently much more stronger than the original. There should be a custom HUD for that version, I mean the doomguy's face of the original cover art.

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Re: PSX Doom/Final Doom TC [Zandronum Edition]

#18

Post by Slim » Mon Mar 14, 2016 5:24 pm

Immortal psx wrote:The SSG of the original PsxDoom is apparently much more stronger than the original. There should be a custom HUD for that version, I mean the doomguy's face of the original cover art.
Holy bumps, Batman!

But how much stronger? Do you have it's stats or code to verify that?
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Re: PSX Doom/Final Doom TC [Zandronum Edition]

#19

Post by Immortal psx » Tue Mar 15, 2016 5:59 am

Slim wrote:
Immortal psx wrote:The SSG of the original PsxDoom is apparently much more stronger than the original. There should be a custom HUD for that version, I mean the doomguy's face of the original cover art.
Holy bumps, Batman!

But how much stronger? Do you have it's stats or code to verify that?
I refer to the original psx doom apparently it does more damage than the original Doom, nothing wrong with the mod :smile:
your avatar seems nervous about something :razz:

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Re: PSX Doom/Final Doom TC [Zandronum Edition]

#20

Post by Immortal psx » Sat Apr 02, 2016 12:19 pm

It would be more interesting to play with brightmaps, is there any for this version?

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