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Whats up with the Doom 64 engine?


StevenC21

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Oh gosh. The FIRST rule in this Community Project must be "Anyone who is afraid of breaking the law is not allowed to participate"

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1 hour ago, DeXiaZ said:

Oh gosh. The FIRST rule in this Community Project must be "Anyone who is afraid of breaking the law is not allowed to participate"

 

 

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Alright guys...

 

Here's the deal. I am going to make a new thread, and will poll. If we get decent results then a Doom 64 project will happen, assuming I can get more people to participate.

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The only proper way to do this would be using Doom64 EX. Using any other port makes for a poor replication of the experience.

 

How is Doom Builder 64 buggy? Works great here. Certain quirks present themselves over time but can be compensated for.

There is a pretty good mapset by a guy named Antnee here:

https://www.tapatalk.com/groups/doom64ex/beta64-level-23-released-t66.html

 

Also, the previously mentioned Complexe maps are quite decent and inventive. A community project is a little ambitious at this point, but I hope Doom64 EX eventually becomes popular enough to warrant one. It's a fantastic port, bugs aside, and deserves more attention. Having its own forum here would be awesome!

Edited by iori

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Just because its a community project doesn't mean it has to be huge.

 

I was thinking of a couple point making two or three maps, and then checking each others and tweaking em, yknow?

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I've a bit of mapping experience under my belt.

 

Anyways, SLADE3 can do Doom Builder 64 maps, otherwise I'll just spin up a Virtual Machine for it.

 

btw I use Arch.

Edited by StevenC21
btw

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What's all this blabbery I'm hearing about the editor being buggy? I've used it extensively and I don't remember anything like that, except that brief period of transitioning to the new macro format.

I don't know about you guys, but playing a re-skinned gzdoom mod wouldn't sit well with me. Also, I haven't mapped for gzdoom since it was in major version 1 but there are some fun rendering tricks you can do with the no occlusion flag in doom64 ex.

By the way, if your machine is having trouble running gzdoom just use older versions. It ran just fine on my decade old machine.

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I don't think you need to worry about EX versus GZDoom engine choices, just because NOBODY voted for GZDoom:

8lU4T3n.png

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27 minutes ago, Kore said:

Haha, if you aren't willing to contribute why would you vote on it? When was this poll?

 

Lmao, you did think that not everyone are mod creators? Some people just want to play mods. So they "requesting" this mod, but they don't want to map for it. They only want to play

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5 hours ago, GoatLord said:

Does Doom 64's engine have anything over UDMF other than the advanced gradients?

Yeah, it actually plays Doom 64 accurately and properly.

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It's funny because it's obvious the poll is directed towards mappers. But when it comes to players, who are they to decide about how it gets made? Well, whatever. At least it shows there's some interest.

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Doom64 EX it is! Maybe Kaiser can pull himself out of Blood EX or Custer's Revenge EX or whatever he's doing for Nightdive for a single map :P

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5 minutes ago, Nevander said:

I myself even voted for EX. I never made any maps for actual Doom 64, and this is a good time to learn it.

 

Its not that much different except for a few perks. Well it appears that most of the community wants EX instead. That's a shame because this means it wont be possible to use any custom resources. Or if it is, it would be a hassle to implement it.

Edited by hardcore_gamer

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1 minute ago, hardcore_gamer said:

That's a shame because this means it wont be possible to use any custom resources. Or if it is, it would be a hassle to implement it.

I was thinking I could eventually port them to Retribution anyway myself, with everyone's permission of course. Best of both worlds. Then that version would be moddable.

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On 10/1/2018 at 9:15 AM, DeXiaZ said:

Oh gosh. The FIRST rule in this Community Project must be "Anyone who is afraid of breaking the law is not allowed to participate"

Some people have considerations other than fear of being caught.

 

3 hours ago, Kore said:

Haha, if you aren't willing to contribute why would you vote on it? When was this poll?

Who are you to decide?

 

2 hours ago, Kore said:

It's funny because it's obvious the poll is directed towards mappers. But when it comes to players, who are they to decide about how it gets made? Well, whatever. At least it shows there's some interest.

Your reaction to the poll is interesting itself.

 

Good luck with your project, StevenC21 - I can't wait to see it in action!

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1 hour ago, kb1 said:

Who are you to decide?

 ¯\_(ツ)_/¯  Isn't it common sense? You are voting in something you aren't directly taking part in.

I just found the amount of "won't contribute" amusing.

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Yeah, what's with the custom resource complain? You can even add music if you're willing to compose for the soundfount. Actually, it would be better to move this discussion to the other thread.

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24 minutes ago, Kore said:

Yeah, what's with the custom resource complain? You can even add music if you're willing to compose for the soundfount. Actually, it would be better to move this discussion to the other thread.

Actually the music is the only thing that won't work.  I tried it myself and it doesn't play properly.

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Really? Was it any midi or did you make it specifically for Doom64 ex? I remember it could at least play any midi back.

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Any midi. It's due to something hardcoded in the port to only read the music that came from the game, which is stupid.

Edited by Impboy4

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I started a map lol. So far, it's like Staging Area 2.0, not sure if I want to keep going that way though.

 

I have to say so far, the main problem is simply an issue of ease of use for the editor. For example, since DB64 hasn't been updated or inproved in ages, we are lacking many of the small QoL stuff that was added in GZDB.

 

That's just one thing. The biggest annoyance is that the copied sector color information (the RGB values) only lasts until you close the current edit sector window. This is a big pain in the ass.

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Yeah, Midi in D64EX IS the problem. It works really weirdly, so musicians will be dissapointed. I mean, it's hard as hell to make good ambient music exactly for D64EX

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