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umm where's the most recent download for this
I think hes still working on the second revision,
Changes in Release 2:
Only wait to Robo Hobo for compiler and release the second version.Update core to prboom-plus 2.5.8
Support Widescreen aspects
Fix control mapping
Allow both sticks to be mapped as buttons
Allow the movement keys to be remapped
Fix high pitched audio
Fix button repeat speed in menus
Loader can now copy WAD files off of USB devices
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I've added release 2 to the first post. Still not perfect but much better than release 1. Control mapping is significantly improved, and if you switch the resolution on the settings page to 1280x720 you can play with a wide screen aspect ratio. 1920x1080 may cause the frame rate to dip though, so it isn't recommended. I don't think it actually renders a higher resolution anyway, but just scales the normal size to the one you set.
With the default settings it's definitely a lot smoother (640x480) - far better framerate than before, and the sound has thankfully been fixed.
1280x720 is too slow to be really useful as it stands right now with RElease 2 - I guess the way to go about it here is to just render internally at the lowest possible resolution, and then just use PSGL to stretch it - similar to what I do with the emus. Then shaders would come in to basically hide the fact it's being rendered at low-res - look at shaders like 4xSoft-HD - that is an example where a 256x224 texture gets upsampled to 512x448 - on the GPU. Since we know the SDL port runs graphics in software - and with SDL being notoriously bad at software rendering - I think this is the most optimal way to go about it - work around the deficiencies and avoid any CPU burden that comes with scaling/rendering at higher resolutions in software. So in a way, I think it would be best to edit the built-in menu options of Prboom-plus so that they use PSGL to set resolution and so on instead of doing it in software internally (that way, it should also be possible to resolution switch on-the-fly like SNES9x/Genesis Plus/FCEU can do right now instead of letting the app basically determine that the new resolution will be applied after a restart). The same with aspect ratios - unless you're already doing this of course (have not yet looked at the code, but will - it's definitely showing progress).
Now, onto the default button mappings - I think the PSX Doom button layout would work best here - I'm missing the option right now to easily switch between weapons - perhaps I'm missing something.
PSX Doom had its controls mapped out as follows -
Now - at the time when PSX Doom was released - there were no analog sticks on the pad - and no R3/L3 too for that matter - so take that into consideration when mapping the controls that there are some more buttons you could put to use. I would suggest including a couple of twin-stick layouts like 'Southpaw' in the Settings menu that people could choose from.---------------
During Gameplay
---------------
Triangle: Fire Weapon
Circle: Open Doors, Activate Switches, etc.
Square (held, while moving): Run
X (held, while moving): Strafe Run
Up: Move Up
Down: Move Down
Left: Move Left
Right: Move Right
L1: Strafe Left
R1: Strafe Right
R2: Switch Weapon Forward
L2: Switch Weapon Backward
Pause: Pauses Game
Select: Views Automap, press Select again to go back to First Person mode
--------------
In the Automap
--------------
X (held) and L1: Zoom In
X (held) and R1: Zoom Out
X (held) while moving Left, Up, Down, or Right: Scroll around the Automap
without moving around
I do like the 180 degree turn mapped to L1 - it should probably be mapped to a better button - perhaps either R3 or L3 - but I think it could work well.
Another thing - this seems to be due to the way the new version of Prboom-plus is set up initially - if you run out of ammo, it doesn't auto-select another weapon (for instance, if your pistol runs out of clips, it doesn't revert back to the fist - but the pistol stays selected - perhaps there's an easy option that has to be flicked from 'On' to 'Off' here - it should be made the default in any case - since Doom has always had this basic functionality in its gameplay).
Last edited by squarepusher2; 05-03-2011 at 11:45 PM.
very awesome, cant wait for more updates
Played the newest revision on a flatscreen crt with S-video cables,
game looks, plays and sounds great! occasional hiccup whilst playin, but nothing game breaking.
done a great job with it so far
PS - game plays great with the controls Wolfenstein 3d for ps3 used
Left stick - (W,A,S,D)
Right stick - turn
L2 - Run
R2 - Shoot
X - Use
L1 - R1 - Weapon changes
Select - Map
think that was it,
EDIT - One bug I noticed though, the Fist/Chainsaw and Shotgun/Super Shotgun toggle has no effect, which is a bit annoying.
Last edited by SkullMonkey; 05-04-2011 at 04:50 AM.
Great work Robo Hobo, your work is much appreciated!
Yea I noticed this too. When I switched weapon from the chainsaw I couldn't get back to it without bringing up the on-screen keyboarding & clicking on '1' or '8'.
Edit: Also just noticed that on the info bar at the bottom (health/ammo etc) it doesn't have a number 1 or 8 for the weapons, is this normal? Haven't played doom for so long I can't remember lol
Edit2: Just realised it is normal not to have 1 & 8![]()
Last edited by seros; 05-05-2011 at 06:28 PM.
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