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Community News

Projects redesigned!

Projects are overhauled!

The Realm667 overhaul is still running. After improving the Reviews area and adding the opportunity to submit community news on your own, I took the time to update and rebuild the layout of the projects page. To take a look at your own, simply check the menu item in the left sidebar... and while you are at it, feel free to play one or two of the old classics from the Realm667, for example the ZDoom Community Map Project Take 1 ... awwww ... so many memories.

PsyDoom: Reverse engineering PlayStation Doom for PC

I have wanted to write about this project for some time now, but i decided to wait until an important milestone was reached. For those of you who do not know, PlayStation Doom was (and is) a unique version of Doom, not in the least because of the various visual features it adds, like colored lighting. Ever since the dawn of time (Well, slightly less) projects have been undertaken to achieve a similar look to this very version of Doom. 2020 is however shaping up to be pretty special. With GEC Master Edition trying to backport the Ultimate Doom and Final Doom levels to the PlayStation, and PSXDoom-RE being a reverse engineered undertaking, PsyDoom by Intacowetrust (creator of Phoenix Doom, a backport of the 3DO version of Doom to PC) brings PlayStation Doom ever closer to the PC. Working together with the authors of PSXDoom-RE, PsyDoom's intent is on providing a clean, native version of the PSX Doom internals on to PC.

With the 0.3.0 release, the goal has moved ever closer. The new features are as follows:

  • PsyDoom no longer needs a PlayStation BIOS file to run.
  • PsyDoom now runs 100% natively and does not emulate the MIPS cpu at all.
  • Added support for deathmatch and co-op play, with an emulation of the original link cable functionality over TCP. See the main README.md file for instructions on how to use.
  • Verified demo compatibility with the original PSX Doom for a full playthrough of the game. Demos recorded against the original binary play back the same in PsyDoom.
  • Password system: nightmare mode now has it's own unique set of passwords.
  • GTE (geometry transformation engine) code is now implemented using regular C++, no emulation used. This removes dependencies on the Avocado MIPS CPU.
  • Reduced CPU usage if waiting during the framerate cap.
  • Some frame pacing and input lag improvements.

PsyDoom is thus within spitting distance of bringing the native renderer, including colored lighting, to PC, allowing users to play this wonderful version of Doom natively, and providing a basis from which others can work on. Participiate in the DoomWorld thread and be part of something very special in the making inching ever so closer to final release. And while you are at it, check GEC Master Edition and PSXDoom-RE out aswell! Doom on PlayStation is not just a memory of the past - it is a project of tomorrow.

 

Purple is the new Cyan

starrdustThe mapper ribbicks has released the first beta version of his mod Stardate 20x7: Velvet Blood Mission which is a set of 7 highly difficult boom-compatible maps. They're purple. You can expect beautifully and well designed maps with a special and unique color-sheme and a very high difficulty. You can find a download link and some screenshots and information at the development thread at Doomworld.

Quake 2...?

We already noticed a lot of times, how far Doom modding has gone and how powerful the new engines are. Welcome to another installment of "Late 90's Games converted to GZDoom", this time with Quake 2. Deimos Anomaly is currently working on a Total Conversation with the promising title Quake 2: Great Zigurath Destruction that aims to be a near perfect recreation of a ID Tech 2/Quake 2 level or expansion pack but with the Doom engine, enhanced and made possible only with GZDoom. Despite a few structural features and effects that are only possible on the Quake 2 engine, the results are near identical and that proves again how an ancient engine like Doom is capable to reach a similar level of technical capabilities with ease. Curious? You should be - so read on.

Quake for Doom

Quake UltraWell, not completely but in a certain way at least. HorrorMovieGuy recently released his mod Quake Stuff Ultra which is actually a mod that ports Quake 1's weapons, monsters and powerups to Doom, and uses the actual models from Quake, which is a totally new approach compared to the sprite conversions that we already know. The quality and style of this mod is absolutely reliable to the original, looks and feels like a perfect port. This is still in development but as of now most of the stuff from Quake 1 is already included. You can find the download and also some news concerning the content and the plans in the official thread over at ZDoom.org.

Quake goes GZDoom

##### Quake goes GZDoom I just spotted over at ZDoom.org that HorrorMovieGuy released something that might be definitely of use for anyone who has ever considered creating a Quake project for GZDoom: The complete resources in terms of props, monsters and items from Quake, ready to use in GZDoom. It's not completely finished but about 90% can be considered to be of use. Take a closer look at the official thread here.

Quakecon Steam Sale

##### Quakecon Steam Sale For all you Steam users out there, a sale started on August 4th going on to the 7th on a number of different games from both iD and Bethesda. If you're wondering why this is relevant consider that all the classic Dooms, Heretic, Hexen 1 and 2 (and the Deathkings expansion for Hexen 1), and Doom 3 and its expansion are all on sale for about 25% off. So if you're missing any of these iwads/games, now's your chance to get them (especially if you somehow missed the iD Super Pack summer sale earlier this year).

Although the sale is on Day 2 at this point, there's still plenty of time to get the games you want. 

Quest for the Crystal Skulls, a new Heretic episode, in beta

We step outside the realm of Doom to enter the forest of Heretic in today's news. Doom veteran Captain Toenail  temporarily leaves his address at Doom Street to take a stroll through said forest with Quest for the Crystal Skulls, a new Heretic episode.

This GZDoom required mapset sees Corvus  confronted by a Heresiarch, a powerful minion of the Serpent Riders. This dark wizard has stolen three crystal skulls, using their power to open a portal to the underworld in the hopes of bringing about his master's return. Corvus must collect the remaining six crystal skulls in order to unlock the celestial path and confront the Heresiarch before it's too late.

Quest for the Crystal Skulls promises a level hub, new monsters, traditional level design and new graphics/textures and more. Currently still in beta, this episode is worth a look and a playtest. Its not like you have much else going on, right? So get on it!

QZDL beta available

##### QZDL beta available QZDL is the C++ rewrite of good old ZDL (specifically, ZDLSharp). It is backward compatible with existing ZDL .cfg and .ini files. People who experienced certain UI bugs with ZDL will be happy to know that this time, the layout can be resized. If you used ZDL before, you might want to try this beta. Download from the official site and read more details here.

QZDoom at 1.2.2

It's already been a while but Eruanna has released the latest version of the ZDoom fork port QZDoom which is mostly notable because it adds latest features to the engine since the development of ZDoom itself has been stopped by randi heit. One of the most common features of the mod is true-color rendering in software which also goes to dynamic lights and all the crazy stuff, only GZDoom was capable with its hardware renderer - until now. Get the classic vibe.