PS2Doom v1.0.4.0

Well, almost a entire month has passed since the last update and I can assure you it was been a hell of a 4 weeks at the job. No spare time to do anything than work. No cinema, no walkings, no friends, no life. And yes, no ps2doom.

It took me only about 2-3 hours of quality free time on this week end to understand how strafe was implemented at lsdldoom and how key/button events are handled in Doom. So, implementing strafe for the right analog stick was almost a linear task and for better, it wasn’t necessary to change the code dramatically.

Now ps2doom plays beautifully with strafing πŸ™‚ If you never tried this feature on ps2 lsdldoom port, you don’t know what you’re missing now on ps2doom! It tooks the gameplay to another dimension completely. Actually, I feel the gameplay with a Dualshock PS2 controller surpasses by large keyboard gameplay at action time, not accounting for the extra functions you can quickly access though keyboard.

Have a try and lots of fun! Doom is incredibly addicting, even after you finished it over and over.

As usual, source is included with the pack:

ps2doom.v.1.0.4.0

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18 Responses to “PS2Doom v1.0.4.0”

  1. Daniel Says:

    Nice, but the save file on the memory card appears as corrupted due to no icon being implemented. Could you please add one?

    Also, there doesn’t appear to be any music, just sound effects. The music really helps to immerse yourself in the game, and it’s a loss here.

    Controls should also be configurable, because they are somewhat awkward right now. It feels very awkward to have to press triangle to pause (should be mapped to the start button) and weapon-switching should be mapped to the shoulder buttons. But ultimately, a configurable control scheme like in your older versions would be perfect. Could you implement it once again?

  2. PS2 PS2Doom v1.0.4.0 - ModControl.Com - GermanysNr1MultiConsoleSceneSource Says:

    […] has released a new version of his port of the original Doom engine for the Sony Playstation 2. Using this engine […]

  3. Daniel Says:

    Since strafing is assigned to the analog stick and sprinting is done with X, it is impossible to circlestrafe (useful on large swarms of enemies and those with splash damage attacks). If you were to assign strafing to the shoulder buttons then this would enable circlestrafing. It should be X to shoot/select on menu, square to sprint and circle for action (open door, flick switch) and triangle to cancel. Then have weapon changing assigned to L1/R1 and strafing to L2/R2. This would be the ultimate in DooM control!

  4. Daniel Says:

    Because if you want to circlestrafe around an enemy, you need to sprint (which is currently X) while strafing. But since strafing is set to the right analog stick and sprinting to X, you are going to get cramps in your hands after a while. Because your thumb is sandwiched between the X and the analog stick, and circle strafing to the left requires you to stretch your thumb over both the X and the analog stick, which is very uncomfortable. Shoulder buttons for strafing would be optimal, this would allow you to cicrlestrafe with ease.

    • pedroduarte0 Says:

      OK, now I get it. You want to strafe and run at the same time.
      Soon I’ll implement a way do configure the controls, maybe in a not so easy do to at first (a config file) but enough before I’ll spent some time doing a configurator. Before that, there are some more critical issues to fix (the previous and next weapons sometimes don’t work and it’s needed to separate the saves from doom WAD versions)

  5. Daniel Says:

    Also, if I stay at the main menu for a while it still locks up sometimes.

  6. Daniel Says:

    Ultimate Doom WAD, the one with the extra episode “They Flesh Consumed”

  7. Daniel Says:

    I just just realised some another problems. If you attempt to load a saved game from a slot where no game has yet been saved, it locks up. And also, when using the Ultimate Doom WAD the “Thy Flesh Consumed” episode is not selectable from the list (but it is selectable on the same WAD on my PC with PrBoom). I wonder why…

    • pedroduarte0 Says:

      Yes, I realised that lately and I should fix it very soon.
      About the Ultimate Doom WAD, I presume it should be compatible with this port of doom.

  8. Daniel Says:

    Hmm… perhaps it’s because this port is based on SDL Doom? SDL Doom is an older (1998) port of Doom. It does not support custom WADs, so maybe this is the problem. That’s probably why music is not supported either. Why not use a more up to date Doom engine such as PrBoom? That supports custom WADs, music and is much more feature packed.

    • pedroduarte0 Says:

      If you search a bit, you’ll find that music support was always a tricky thing to get implemented on various open source versions of doom.

      PrBoom is a lot more compatible and updated but the reason I started with sdldoom is simply because this was started by another developer (Lukasz) with did the basic implementation for fun but let anyone else to continue his work. I took the task and added sound support (but no music) and as you may be following, some basic features that are missing.

      I don’t find myself with free time in the present to start a port of PrBoom so this is the reason I took the task. If you were depending on me to have a full featured PrBoom PS2 port, you would have to wait a lot of time, I’m afraid. So, faster you have a playable but not so compatible version os Doom for PS2 and who knows, at some point at the future, a PrBoom port (although don’t see this as a compromise).

      And thanks for the feedback.

  9. pedroduarte0 Says:

    @Daniel,

    I think the Ultimate Doom WAD freeze at the menu is fixed… I’ve fixed a problem were this version of doom seems to try to find a “lump” called HELP2 at the WAD and it failed leading to the crash. I added a protection at ps2doom v1.0.4.1. When you mention “Ultimate Doom” you mean doom.wad or doomu.wad? It happens that on the main menu of doom.wad the word “Ultimate” appears, so I’m not sure if you experienced this issue with doom.wad or doomu.wad.

  10. Daniel Says:

    The “Thy Flesh Consumed” not being selectable has been fixed in the latest version (1.0.4.1). It’s now on the list and plays flawlessly.

    By the way, no version of Doom ever came with a wad named “doomu.wad”, it’s simply just “doom.wad”. It says “The Ultimate Doom” on the title screen in the header on the splash screen with the Marine.

    But yes, the freezing is fixed. The freezing at main menu with Ultimate Doom as well as the loading crash when you load a non existent save.

    So all the bugs have been ironed out finally. πŸ˜€ Now we just need music, configurable controls and a wad selector, and it will be 100% perfect. Why was the configurable controls that were in earlier versions removed? That was a great setup.

    • pedroduarte0 Says:

      about : “Why was the configurable controls that were in earlier versions removed? That was a great setup” :

      Are you refering to the lsdldoom port I took earlier? It seems a different flavour. The current ps2doom started by Lukasz didn’t have that code. One option would be transplanting it into the current version, but I don’t know. Honestly, I haven’t though of it much on how would be the best move to do.

  11. Daniel Says:

    I forgot to add, HDD support would be the icing on the cake. πŸ˜€

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