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PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
intacowetrust replied to intacowetrust's topic in Source Ports
There is not I'm afraid, the only borderless windowed mode is fullscreen. What you ask is technically possible to do in Windows of course (and probably other platforms) but it wouldn't be great from a user perspective since you need the borders to be able to drag and resize the window with the mouse. Just to add also that you can specify the disc to use via the '-cue' command line option if you prefer. This will override whatever disc you set as the default and could be used to make multiple shortcuts for different game discs: -
PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
intacowetrust replied to intacowetrust's topic in Source Ports
Very strange. One thing that has changed recently is that I've upgraded to a new Windows 11 PC, and switched to using Visual Studio 2022 and the Windows 11 SDK to compile PsyDoom. Previously I was working off a Windows 10 PC with Visual Studio 2019 and the Windows 10 SDK - perhaps this somehow causes the Windows 10 Defender to falsely flag PsyDoom.exe? (who knows) And just to double check everything is OK, I performed the following actions: (1) Verified that the PsyDoom.exe still sitting in my build folder is the exact same as the one uploaded. The expected SHA256 hash is 868d10db68d3dc397e113a020a2e2a53367ce145ab6a3c0cd7c6f7bf81e8f645 and they both matched. (2) Ran a full scan of my entire system and all disks using Windows Defender (and in safe mode) just to make sure nothing was lurking on my system. I also only built this machine from scratch less than a month ago and don't do anything particularly risky with it. Up until recently I've been mainly just playing Cyberpunk. It's highly unlikely there is any malware hidden away on this PC. (3) Examined the uploaded PsyDoom.exe in Ghidra and compared it against a freshly built version that I made just now. They both look identical from what I can tell and everything looks as expected when I dig into the decompiled code. So it looks like to me that this is a false positive. After looking at the forums here on Doomworld it seems that this is a problem which also pops up periodically with other source ports too - PsyDoom is definitely not unique in this regard. -
PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
intacowetrust replied to intacowetrust's topic in Source Ports
Are you sure you have the right file? None of the AV vendors appeared to have a problem when I uploaded the 1.1.1 executable: https://www.virustotal.com/gui/file/868d10db68d3dc397e113a020a2e2a53367ce145ab6a3c0cd7c6f7bf81e8f645/details I also scanned using Windows Defender (on Windows 11) and didn't run into any issues. The file I checked was downloaded directly from this URL: https://github.com/BodbDearg/PsyDoom/releases/download/releases%2F1.1.1/PsyDoom_1.1.1_Windows_x86_64.zip -
PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
intacowetrust replied to intacowetrust's topic in Source Ports
That's strange - which AV did it trigger? -
PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
intacowetrust replied to intacowetrust's topic in Source Ports
Just released a new build of PsyDoom (1.1.1) with some small updates and bug fixes. You can find it at the usual location for Windows, macOS and Linux: https://github.com/BodbDearg/PsyDoom/releases Feature changes & improvements (1.1.1) Add the ability to choose between exclusive and borderless windowed fullscreen modes. Previously PsyDoom only supported exclusive fullscreen. Borderless windowed is the new default, since it handles multi-tasking better and there is no real performance difference in most cases. Upgraded various third party libraries used by PsyDoom (such as SDL) for better OS and device compatibility. HUD: tweak message priority for renderer/uncapped-fps toggle. If toggling both at the same time then show a message for the renderer being toggled instead of uncapped fps being toggled. Bug fixes (1.1.1) Windows: fix invalid handling of Unicode characters in save data filepaths (#93). This bug prevented user preferences and save files from being written successfully. Fix the Wolfenstein SS enemy not dropping ammo clips. Vulkan renderer: fix excessive registry access while the Window is minimized. (#91). -
PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
intacowetrust replied to intacowetrust's topic in Source Ports
Try turning off the uncapped framerate and switching to the classic renderer. It will feel much more like the original experience in this mode, albeit without all the performance issues and at a locked 30 FPS instead. -
PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
intacowetrust replied to intacowetrust's topic in Source Ports
Interesting... The mouse cursor should be locked to the window area at all times and PsyDoom requests this to be the case via SDL. I have a multi monitor setup also with a very high dpi mouse and high sensitivity settings; I can't get the cursor to escape the Window no matter how fast I move the mouse. My theory is that somehow Fallout Shelter is causing that cursor lock to be released. Maybe GZDoom avoids this problem due to a different way of handling mouse input - will have to take a look at the code and see. -
PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
intacowetrust replied to intacowetrust's topic in Source Ports
Yeah it feels beyond the scope of PsyDoom I'm afraid. What GPU, driver & OS version are you using? First and foremost I'd suggest updating drivers if possible and/or any available OS updates. If that doesn't work try changing the v-sync and triple buffer settings under the 'Graphics' tab. Failing that if you happen to have more than one GPU in your system then you could try and select another one manually by entering part of the device name in the 'Preferred devices regex' field under 'Graphics'. E.G if you have an Intel Integrated GPU in addition to a discrete one you could enter 'Intel' to pick that GPU to run on. Normally PsyDoom tries to pick the most powerful discrete GPU but you can override this. -
PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
intacowetrust replied to intacowetrust's topic in Source Ports
It's an interesting idea, worth considering. I'm afraid not, for a number of reasons which are discussed here: https://github.com/BodbDearg/PsyDoom/issues/40 -
PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
intacowetrust replied to intacowetrust's topic in Source Ports
Not presently I'm afraid, and I'm also lacking the hardware to test any adjustments for this (have a pretty old MacBook Pro). My recommendation would be to use an external monitor if you can, to avoid the notch issue. -
PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
intacowetrust replied to intacowetrust's topic in Source Ports
I'm sure it will be. @Erick194 here is what I did to fix the problem, for reference: https://github.com/BodbDearg/PsyDoom/commit/ae0cb2aeb503bc4c77983eb7d2164a3a07c47dd2 -
[GEC] Master Edition PSX Doom for the PlayStation. Beta 4 Released [11/16/2022]
intacowetrust replied to Erick194's topic in Console Doom
Hey everyone, small bit of Master Edition related news. PsyDoom 1.1.0 has now been released and includes full support for Beta 4! You can grab the latest PsyDoom binary for Windows, macOS and Linux here: https://github.com/BodbDearg/PsyDoom/releases Happing Dooming! -
PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
intacowetrust replied to intacowetrust's topic in Source Ports
Hey everyone, good news. I've just released a new build of PsyDoom - 1.1.0! You can find it at the usual location for Windows, macOS and Linux: https://github.com/BodbDearg/PsyDoom/releases Below are the changes for this release, hope you enjoy! Feature changes & improvements (1.1.0) Added support for "GEC Master Edition Beta 4". Classic renderer: add a new improved precision mode for rendering walls (enabled by default). Helps prevent textures from sliding and stretching and improves temporal stability significantly, particularly when using uncapped framerates. Added a variety of new map fixes for Doom, Final Doom, and GEC Master Edition Beta 3 & 4. Demo compatibility with previous PsyDoom versions may be affected for some maps due to the changes. The game now auto-pauses if the window loses focus. This feature can be turned off if needed. Auto-pause is also ignored for demo playback and recording since pause is not allowed in those scenarios. Vulkan renderer: tweak sprite splitting across subsector boundaries to try and improve the visual result of sprite ordering. Take into account how much a sprite intersects geometry vertically when deciding whether to allow a split or not. Disallow splits if the sprite intersects geometry too much. Demo playback: show the intermission screen at the end if the level was completed. Automap: implement opt-in extended automap coloring which shades live enemies and bonus items differently. This makes identifying remaining enemies and items easier when used with the 'Map all things' cheat. Multi-display environments: make PsyDoom start the game on the display where it is launched from. Which display to use is determined by the mouse position at launch time. Also allow the start display to be manually specified, if needed. Launcher: default the mod directory chooser to the currently selected mod directory. On Windows default it to the current working directory, if no valid mod directory is selected. Add the option to trigger boss related specials when using the 'No monsters' cheat in singeplayer or co-op. This option allows progress past maps which require boss enemies to be killed, even when there are no monsters. Added the ability for mods to use widescreen menu background assets. Finale: show the Arch-vile in the cast of characters if the current game or mod has the assets for it. Single player: add the option to spawn deathmatch only things (if desired). Single player: add an "IDFA" cheat for "Lots Of Goodies! (No Keys)". Multiplayer: allow secret maps to be selected and map selection to wrap around on the main menu. Co-op: add an option to disable friendly fire. Co-op: add an option to preserve some ammo after dying and respawning. Co-op: add an option to preserve keys after dying and respawning. Co-op: add the option to spawn deathmatch only things. Deathmatch: add a frag limit option. Deathmatch: add the option to disable exits if no frag limit is set. Deathmatch: add the option to trigger boss related special actions upon entering a map. These are normally only possible to activate in single player, after killing all enemies of a certain type. Tweaked the punctuation for some loading and saving related HUD messages. Turned down the default mouse speed since it was probably too high for most users. Disallow weapon switching from occurring when zooming in and out on the map. Enables the mouse wheel to be bound to both zoom in/out and weapon switch. Make the Arch-Vile, SS Tropper, and Commander Keen things use the same timings as the 'GEC Master Edition (Beta 4)' project. This helps maintain demo compatibility between maps made for GEC ME Beta 4 and PsyDoom. Save slots: truncate the map name if it is too long, or if it is multi-line. Icon of sin: add the ability to manually specify the roster of enemies via map things with the 'MTF_SPAWN_BY_IOS' (0x100) flag. In addition to this when the IOS is using this roster, enemies will occasionally spawn with special blending and will occasionally be nightmare. This mirrors similar functionality in 'GEC Master Edition Beta 4'. Made new MAPINFO additions and changes: Added the following new settings to `GameInfo`: `AllowWideOptionsBg`, `AllowWideTitleScreenFire` `TexLumpName_BACK` `TexLumpName_Inter_BACK`, `TexPalette_Inter_BACK` `TexLumpName_OptionsBG` `TexLumpName_STATUS` `TexLumpName_TITLE`, `TexLumpName_TITLE2`, `TexPalette_TITLE2` `TexPalette_TitleScreenFire` `TitleScreenCdTrackOverride` Removed the following settings from `GameInfo`: `CreditsXPos_IDCRED2`, `CreditsXPos_WMSCRED2` Added the following new settings to `Episode`: `LogoPic`, `LogoPal`, `LogoX`, `LogoYOffset` `IsHidden` Added the following new settings to `Map`: `NoIntermission` Added new `CreditsPage` and `ClearCredits` definitions. Bug fixes (1.1.0) Fix an infinite freeze if there is no valid audio output device. Arch-vile: fix a small error that might sometimes cause it to not raise corpses when it should. Fix 'nightmare' style enemies resurrected by the Arch-vile not having 2x health. Icon Of Sin: count spawned enemies towards the kill count if the kill count fix is enabled. Status bar: fix the extension pieces for Vulkan widescreen not repeating sometimes for some extremely wide aspect ratios. Fix the toggle key for uncapped framerate not working in all the same places as the renderer toggle key. This fix can be useful to keep the two settings in lockstep, if you want to toggle between the classic renderer and uncapped FPS with the same key at the same time. Fixed a bug where the level timer is not properly set after loading a save from the main menu or another map. Final Doom: fix unintended/stray pixels on the key card sprites when visual map patches are active. Launcher: fix vertical mouse wheel inputs not being recognized when binding an input to an action. Fix the player being killable while in sector special '11'. Mirror PC Doom behavior and don't allow enemies to kill the player while in this sector type. Quickload: prevent strange sounds from sometimes playing when quick loading to another map. Kill all active sounds immediately before loading the new map. Lua scripting: count enemies spawned via 'P_SpawnMobj' towards the total kill count, if the kill count fix is enabled. Warp menu: don't reset the map number if an attempt is made to open it again while it's already showing. -
Phoenix Doom (backport of 3DO DOOM to PC)
intacowetrust replied to intacowetrust's topic in Source Ports
Yeah it was mainly for a fun challenge and also because Jaguar Doom had already been covered by @Quasar's Calico Doom port. As it turns out it also served as a sort of training exercise for the work that would later follow with PsyDoom - there's a lot of similarities between 3DO and PSX Doom because of their common lineage (both being based on Jaguar Doom). -
PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
intacowetrust replied to intacowetrust's topic in Source Ports
I had investigated these sounds before and TBH they don't sound very good compared to the regular sfx, so I left them alone. My theory is that they might have been cut deliberately via a quick code change rather than removing the assets, perhaps because full removal was a pain to do. I think it might be doable via the existing modding mechanisms, but I haven't tested such a situation.