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Thread: PrBoom: A new port doom to PS3 (release 2)
  

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  1. #71  
    Turk1sh's Avatar
    Turk1sh is offline Member
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    Quote Originally Posted by squarepusher2 View Post
    You know - my first introduction to programming was actually QuakeC.

    Yeah, I know, laugh all you want, but that's the honest truth.

    Made some really lame weapon mod that mimicked the zombie - the grenade launcher would spit out body parts - I called this thing 'the Consumer' - yeah sorry, that was the imaginations of a 12 year-old mind at work.
    Lol great mind
    Sony's reaction to Anonymous, Geohot and his fangirls:

    http://i21.tinypic.com/288yul3.gif

    Geohot's reaction to Sony and angry fangirls:

    http://i17.tinypic.com/85xjuds.gif
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  2. #72  
    lenskip's Avatar
    lenskip is offline WATCH OUT bidi bidi
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    umm where's the most recent download for this
    http://psx-scene.com/forums/f16/laughed-so-hard-updated-more-funnies-87344/

    bidi bidi
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  3. #73  
    SkullMonkey is offline Member
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    I think hes still working on the second revision,
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  4. #74  
    squarepusher2 is offline Developer
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    Quote Originally Posted by SkullMonkey View Post
    I think hes still working on the second revision,
    There is no 'second revision' per se - Robo has already committed a lot of improvements/changes - somebody just has to make a new daily build. Poor Subcon - the guy must be totally overworked by now - but he's still our man after all.
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  5. #75  
    Killer-X is offline Member
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    Changes in Release 2:

    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
    Only wait to Robo Hobo for compiler and release the second version.

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  6. #76  
    Robo Hobo is offline Member
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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.
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  7. #77  
    squarepusher2 is offline Developer
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    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 -

    ---------------
    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
    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.

    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.
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    very awesome, cant wait for more updates
    http://psx-scene.com/forums/f16/laughed-so-hard-updated-more-funnies-87344/

    bidi bidi
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  9. #79  
    SkullMonkey is offline Member
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    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.
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  10. #80  
    seros is offline Member
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    Great work Robo Hobo, your work is much appreciated!

    Quote Originally Posted by SkullMonkey View Post
    EDIT - One bug I noticed though, the Fist/Chainsaw and Shotgun/Super Shotgun toggle has no effect, which is a bit annoying.
    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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