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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