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18 changes: 18 additions & 0 deletions CHANGELIST.md
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# Changelist

- [1.1.1](#111)
- [1.1.0](#110)
- [1.0.1](#101), [1.0.0](#100)
- [0.8.3](#083), [0.8.2](#082), [0.8.1](#081), [0.8.0](#080)
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- [0.1.1](#011), [0.1.0](#010)
- [0.0.3](#003), [0.0.2](#002), [0.0.1](#001)

----------------------------------------------------------------
# 1.1.1

## Feature changes & improvements
- 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
- Windows: fix invalid handling of Unicode characters in save data filepaths.
- 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.

----------------------------------------------------------------
# 1.1.0

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5 changes: 1 addition & 4 deletions extras/psydoom_mapping/Build ALLMAPS.LCD/build.py
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############################################################################################################################################
# This script builds 'ALLMAPS.LCD' which is an archive containing the sound samples for all possible enemies in PsyDoom.
# This .LCD file can be redistributed with new user maps to provide all required audio for those maps.
# This .LCD file can be redistributed with new user maps to provide all required audio for those maps.
#
# Requirements:
# (1) The PsyDoom audio tool 'LcdTool' must be invokable on the command line (add it to the system path).
Expand All @@ -21,8 +21,6 @@
# The first value of the pair is the patch sample index (in the .WMD file) and the second is the VAG file itself.
soundList = [
# Original PSX sounds
[ 12, "SAMP0012.vag" ], # Fireball throw sound
[ 13, "SAMP0013.vag" ], # Fireball explode sound
[ 21, "SAMP0021.vag" ], # Player pain
[ 22, "SAMP0022.vag" ], # Demon pain
[ 23, "SAMP0023.vag" ], # Zombie/imp pain
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[ 53, "SAMP0053.vag" ], # Zombie idle
[ 54, "SAMP0054.vag" ], # Imp idle
[ 55, "SAMP0055.vag" ], # Demon idle
[ 56, "SAMP0056.vag" ], # Rocket blast
[ 58, "SAMP0058.vag" ], # Cyberdemon hoof up
[ 59, "SAMP0059.vag" ], # Cyberdemon hoof thud
[ 64, "SAMP0064.vag" ], # Knight Of Hell sight
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90 changes: 90 additions & 0 deletions extras/psydoom_mapping/Build DOOMSFX.LCD/build.py
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#!python

############################################################################################################################################
# This script builds 'DOOMSFX.LCD' which is an archive containing the sound samples for all general effects (SFX) in PsyDoom.
# This .LCD file can be redistributed with new user maps to provide all required audio for those maps.
#
# Requirements:
# (1) The PsyDoom audio tool 'LcdTool' must be invokable on the command line (add it to the system path).
# (2) This script must be executed from this directory.
############################################################################################################################################
import os
import subprocess
import sys

# Script paths
LCD_TOOL_PATH = "LcdTool" # Path to the 'LcdTool' which builds the .LCD file
OUTPUT_LCD_PATH = "../DOOMSFX.LCD" # The LCD file that is built
MODULE_FILE_PATH = "../DOOMSND.WMD" # The Williams Module (.WMD) file containing all of the sequences and instruments for the game

# All of the VAG sounds to be included in the built DOOMSFX.LCD file.
# The first value of the pair is the patch sample index (in the .WMD file) and the second is the VAG file itself.
soundList = [
# Original PSX sounds
[ 0, "SAMP0000.vag" ], # Pistol shot
[ 1, "SAMP0001.vag" ], # Shotgun shot
[ 2, "SAMP0002.vag" ], # Entering level
[ 3, "SAMP0003.vag" ], # Plasma rifle shot
[ 4, "SAMP0004.vag" ], # BFG9000 charge and shot
[ 5, "SAMP0005.vag" ], # Chainsaw selection
[ 6, "SAMP0006.vag" ], # Chainsaw idle
[ 7, "SAMP0007.vag" ], # Chainsaw connecting
[ 8, "SAMP0008.vag" ], # Chainsaw use
[ 9, "SAMP0009.vag" ], # Rocket launcher shot
[ 10, "SAMP0010.vag" ], # Deathmatch item respawn
[ 11, "SAMP0011.vag" ], # BFG9000 projectile explosion
[ 12, "SAMP0012.vag" ], # Generic hellspawn fireball
[ 13, "SAMP0013.vag" ], # Generic projectile explosion
[ 14, "SAMP0014.vag" ], # Lift/platform start sound
[ 15, "SAMP0015.vag" ], # Lift/platform stop sound
[ 16, "SAMP0016.vag" ], # Door raise
[ 17, "SAMP0017.vag" ], # Door lower
[ 18, "SAMP0018.vag" ], # Crusher movement
[ 19, "SAMP0019.vag" ], # Switch use
[ 20, "SAMP0020.vag" ], # Menu closing sound
[ 25, "SAMP0025.vag" ], # Item pickup
[ 26, "SAMP0026.vag" ], # Wallhump
[ 27, "SAMP0027.vag" ], # Teleporter
[ 56, "SAMP0056.vag" ], # Barrel and rocket explosions
[ 57, "SAMP0057.vag" ], # Fist punch
[ 60, "SAMP0060.vag" ], # Super shotgun shot
[ 61, "SAMP0061.vag" ], # Super shotgun breaking open
[ 62, "SAMP0062.vag" ], # Super shotgun reloading
[ 63, "SAMP0063.vag" ], # Super shotgun closing
[ 83, "SAMP0083.vag" ], # Blazing door raise
[ 84, "SAMP0084.vag" ], # Blazing door lower
[ 85, "SAMP0085.vag" ], # Powerup pickup
]

def add_file_to_lcd(
lcd_file_path,
wmd_file_path,
patch_sample_index,
vag_file_path,
append_to_lcd
):
# Invoke the LCD tool to add this file to the LCD
result = subprocess.call(
[
LCD_TOOL_PATH,
lcd_file_path,
wmd_file_path,
"-append" if append_to_lcd else "-create",
str(patch_sample_index),
vag_file_path
]
)

if result != 0:
print("FAILED to add file to LCD: {0:s}!".format(vag_file_path))
sys.exit(1)


def main():
append_to_lcd = False

for sound in soundList:
add_file_to_lcd(OUTPUT_LCD_PATH, MODULE_FILE_PATH, sound[0], sound[1], append_to_lcd)
append_to_lcd = True

main()
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CREDITS: The GEC team behind the "PlayStation Doom: Master Edition" project has kindly donated the new sounds for the reimplemented Doom II enemies. If using this audio bank you should give credit to Team GEC in your README. For more on the "PlayStation Doom: Master Edition" project, see the Doomworld thread: https://www.doomworld.com/forum/topic/101161-gec-master-edition-psx-doom-for-the-playstation-1102019-beta-3-release-now-are-you-ready-for-more-action/

---------------------------------------
DOOMSFX.LCD
---------------------------------------
DOOMSFX is the audio bank containing all sound effects. All of these sounds are loaded into memory when a level is started. If you want to build a custom ALLMAPS.LCD you may also have to rebuild DOOMSFX.LCD - even with the stock effects - as it can help fix some sounds not loading correctly.

---------------------------------------
Build DOOMSND.WMD
---------------------------------------
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