NightFright Posted March 26, 2020 (edited) It's a soundfont, basically a converted version of the sf2 that is created when turning the Doom64 ROM into a wad for Doom64 EX. Retribution uses it, too. Actually you may be better off with the sf2 version since otherwise you are stuck with Timidity in GZDoom. Other synths don't support DLS. In general it's a rather exotic file format and I dunno if it has any specific advantages. The infamous Windows GM synth comes in DLS form, too (gm.dls). Edited March 26, 2020 by NightFright 0 Quote Share this post Link to post
VGA Posted March 26, 2020 21 hours ago, Immorpher said: Doom on the PS1 cut the arch-vile. Other ports had cut demons too. For the SNES a ton of animation frames were cut. It was common to have ports cut certain aspects for performance and memory. People forget that Doom 64 was one of the very early N64 titles when cartridges had low memory. Everything, including the new music sounds had to fit within 7 MB. While other ports were butchering classic Doom maps, butchering sprites or rotations, butchering the music, butchering the story, butchering the original 320x240 resolution, using a postcard-sized gameplay view with some huge-ass HUD and running at a sometimes unacceptable framerate ... Doom 64 doubled the resolution, has a fullscreen HUD, uses higher resolution sprites, has the most advanced colored lighting, has the best framerate of all of them, has a goddamn scripting system, a couple of cut monsters but also a couple of new ones, impressive animated skies, its own maps and story, a new upgradeable weapon and a configurable control scheme that takes advantage of analog controls, unlike PSX Doom in which you have to use the Dpad to move and aim. 3 Quote Share this post Link to post
Quasar Posted March 27, 2020 (edited) I wanted very badly to put in the revenant, but it seemed that the person who started that sprite never finished it and we could not get in contact with them during the period of time when it would have been viable to get it approved, get the person contracted and paid properly, and get it through QA. Such is life. If we'd have been able to pull that off, it would have appeared in the new episode maps. You can however have nightmare spectres, and other nightmare monsters, in custom maps. That feature is retained from 64 EX. Kaiser simply chose not to use it in the new episode as it didn't fit into his balancing plans. Edited March 27, 2020 by Quasar 4 Quote Share this post Link to post
Redneckerz Posted March 27, 2020 On 3/24/2020 at 10:00 PM, DoomedSpartan said: Its good but it’s still missing features. ''What is it missing then?'' On 3/24/2020 at 10:14 PM, DoomedSpartan said: Nothing really 1 Quote Share this post Link to post
DoomedSpartan Posted April 10, 2020 Guys check this out:https://steamcommunity.com/app/1148590/discussions/0/1870623253804069634/ Guesss modding will should go to Doom 64 ex instead😢.Unless Gzdoom can get a drastic update that will support this re-release 1 Quote Share this post Link to post
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