Zdoom doom 64 wad7/12/2023 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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