Jump to content

Doom 64's New Release & GZDoom


Recommended Posts

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 by NightFright

Share this post


Link to post
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.

Share this post


Link to post

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 by Quasar

Share this post


Link to post
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

O84VUOX.jpg

2c6hy34fl7g11.png

Share this post


Link to post
  • 2 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...