ScrappyMcDoogerton Posted June 17, 2021 You can go to This website and download doom64ex_sdl_fix.zip for current builds of win10. Should work for you. 0 Quote Share this post Link to post
TheMagicMushroomMan Posted June 17, 2021 15 minutes ago, ScrappyMcDoogerton said: You can go to This website and download doom64ex_sdl_fix.zip for current builds of win10. Should work for you. Thanks again, but like I said, I already tried that. It's no big deal, I'll just wait until a version compatible with the Steam port is released. 2 Quote Share this post Link to post
Immorpher Posted July 23, 2021 So here's an update for those who have problems getting Doom 64 EX running! @Ryath (aka scwiba) has been doing a ton of work and making great progress on the Doom 64 Remaster port. Here's the intro and the first map running on the remaster! 4 Quote Share this post Link to post
P41R47 Posted July 23, 2021 7 minutes ago, Immorpher said: So here's an update for those who have problems getting Doom 64 EX running! @Ryath (aka scwiba) has been doing a ton of work and making great progress on the Doom 64 Remaster port. Here's the intro and the first map running on the remaster! @Ryath (aka scwiba) is one damn sexy crafter for sure. Glad Nightdive saw the potential on this awesome mapset. (they did saw it, do they?) 0 Quote Share this post Link to post
scwiba Posted July 23, 2021 (edited) 14 hours ago, P41R47 said: Glad Nightdive saw the potential on this awesome mapset. (they did saw it, do they?) Nope, not that I know of. Porting The UnMaking over to the official release has been a process of slowly picking through every map to track down all the incompatibilities between EX and the KEX engine. I've done it all myself with a lot of support from @Immorpher and the D64 Discord. I'm just about done bugfixing all the original maps now. There's also a new hub of maps I'm working on that will maybe give players some reason to check this version out even if they've already played the EX version. Edited July 23, 2021 by Ryath (aka scwiba) 2 Quote Share this post Link to post
P41R47 Posted July 23, 2021 22 minutes ago, Ryath (aka scwiba) said: Nope, not that I know of. Porting The UnMaking over to the official release has been a process of slowly picking through every map to track down all the incompatibilities between EX and the KEX engine. I've done it all myself with a lot of support from @Immorpher and the D64 Discord. I'm just about done bugfixing all the original maps now. There's also a new hub of maps alluded to above that I'm working on and will maybe give players some reason to check this version out even if they've already played the EX version. More sexier than i thought :O 1 Quote Share this post Link to post
scwiba Posted July 23, 2021 Since this thread is already bumped, I might as well post release candidate 3. This will be the final RC before I replace the old version on /idgames, and includes just a few fixes I noticed were needed while converting maps over to KEX. As always the full list is in the OP. 3 Quote Share this post Link to post
UnknDoomer Posted August 7, 2021 (edited) Quote There's also a new hub of maps I'm working on that will maybe give players some reason to check this version out even if they've already played the EX version. Will it be separate new episode? Or, probably, an option to load it in a such way? If will - I can give it a try for sure. Edited August 7, 2021 by UnknDoomer 0 Quote Share this post Link to post
Immorpher Posted August 7, 2021 5 minutes ago, UnknDoomer said: Will it be separate new episode? Or, probably, an option to load it in a such way? If will - I can give it a try for sure. You will be able to load it by selecting the "Lost Levels" :) 1 Quote Share this post Link to post
UnknDoomer Posted August 19, 2021 (edited) For those who will want to play Doom 64 EX + The UnMaking + Steam combination. I.e. track hours, make screenshots, chat, but not play the remake version & use external WAD's with EX. Short instruction. 1. Take files from DOOM 64 EX. Check my previous message, if required (https://www.doomworld.com/forum/post/2251688). 2. Put them in the \ Steam \ SteamApps \ common \ Doom 64 \ 3. Rename the DOOM64.WAD file to DOOM64_original.WAD. EX will not work with wad that is presented on Steam. You will need the original console version. How and where to get it I've described earlier. 4. Rename DOOM64_x64.exe to DOOM64_x64_original.exe. This will make no longer be able to run a remake via Steam. 5. Rename Launcher.exe to DOOM64_x64.exe. It, in turn, will additionally run DOOM64.exe without the _x64 prefix that comes with EX. When launching, type in a third-party WAD in "Other parameters", if available, for example unmaking_fix.wad. Launcher is designed in such a way that the parameter can be written either here or via the launch shortcut. As a result you will have to specify the desired .wad every time you start it. So better name it simple, for example like wad.wad. Currently I didn't find how to add it in Steam console settings or config.cfg. Edited August 21, 2021 by UnknDoomer 0 Quote Share this post Link to post
Omniarch Posted September 23, 2021 This may be a rather daft query, but I must know: is this wad designed to accomodate jumping? MAP04 really begs the question, with regard to some of its secrets. 0 Quote Share this post Link to post
P41R47 Posted September 23, 2021 27 minutes ago, Omniarch said: This may be a rather daft query, but I must know: is this wad designed to accomodate jumping? MAP04 really begs the question, with regard to some of its secrets. Nope, it is designed for classic gameplay. You only need to figure the master prankster's plan, and thats not easy thing ;) 1 Quote Share this post Link to post
Immorpher Posted November 7, 2021 For everyone who wants to play this on the Remaster, a beta version is out now which includes bonus maps! Here is a poster for your enjoyment! 5 Quote Share this post Link to post
Johnny Cruelty Posted May 31, 2022 On 12/31/2020 at 8:59 PM, scwiba said: As my last act of 2020, I'm setting this thing free! The UnMaking is my latest (and greatest?) megawad -- 33 maps of moody, technicolor nightmares as only Doom 64 can bring you. The mapset is split into three episodes, starting with your classic techbases, moving into the heart of Hell, and culminating in a journey to a trippy dimension where some real experimental levels live. This version is exclusively for Doom 64 EX but a new and improved version with 7 bonus maps is now available for the official Doom 64 rerelease. DOWNLOAD (Tested in Doom 64 EX 2.5) The UnMaking is the swansong for my speedmapped "UnSeries," which also includes UnAligned for Doom, UnNecessary for Doom II, and UnBeliever for Heretic. However, they're all pretty loosely-related and are very much enjoyable on their own, so don't worry about jumping straight into this one. When we last left our hero, you had just annihilated every monster across three realms of swords and sorcery. But while you were busy cosplaying in the Dimensions of the D'Sparils, a new demon emerged in our reality and revived all the hellspawn you ever killed -- and dragged you back through space and time for a climactic showdown. Grab your super shotgun and megaarmor; this is your final campaign against the forces of the UnAligned. Trailer: Reveal hidden contents Screenshots: Reveal hidden contents Map List: Reveal hidden contents Episode 1 - The Last Moonbase on Earth 01 - Old Dog...New Tricks 02 - Manic Marines 03 - Hexcomplex 04 - Warehouse Shuffle 05 - Ghost Stories 06 - Sardine Packing Plant 07 - Dead Man Switch 08 - The UnAbsolution Episode 2 - Hell-o, Good-bye 09 - Dig Your Own Grave 10 - Blast Processing 11 - Crosswind Crossfire 12 - Walled Garden 13 - When Hell Freezes Over 14 - Sicklied Symmetry 15 - Mercurial Minions 16 - The Infinity Gantlet Episode 3 - Dimension of the Darndest 17 - Do Not Wake Mother 18 - Going Nowhere Fast 19 - Monuments to the Cement God 20 - The Misaligned and Maligned 21 - Prismatagoria 22 - Flotsam in an Astral Sea 23 - How Many Demons Can Dance... 24 - Remember the Hellamo 25 - Raise a Glass 26 - The Void Dreams of Huge Guts 27 - Good Night and Good Luck 28 - Aligned in Darkness Secret Maps 29 - Remote Control (accessed via Map04) 30 - No Going Back (via Map12) 31 - Roll the Dice (via Map18) 32 - The Docking Bay (via Map01) 33 - UnTitled (played at startup before the menu) Known Issues: Reveal hidden contents 1) Because "spawned" enemies in Doom 64 count toward kill percentage even if they're blocked and not spawned, it's impossible to get 100% in a few maps. The "ghost" gimmick on Map05 also creates several unkillable monsters. Below I've listed all maps where 100% kills doesn't appear to be possible, along with the maximum percentage I was able to achieve on skill 4: Map05: 89% Map13: 99% Map14: 6% Map19: 97% Map21: 97% Map23: 78% Map26: 94% Map28: 99% 2) Related to the same problem as above, other maps are tricky to get 100% kills on but not impossible. Often it just comes down to luck and where enemies (or the player) are standing when other enemies spawn, but killing everything as fast as possible does help reduce the chance of failed spawns. Maps where I found 100% kills to be quite finicky were: Map03 Map16 Map21 Map27 Map30 3) 50% items is the maximum attainable on Map29. (One item is despawned.) 4) On Map10, the switch that creates fire to detonate the barrels in the kiln room sometimes requires two presses to work despite being intended to take only one. 5) On Map 24, venturing out in the lava and looking back at the main structure can cause pretty significant visual glitches. 6) One-pixel-wide slivers of sky appear all over Map26 when looking at structures from certain angles. I believe this is a glitch in Doom Builder 64's nodebuilder and I haven't found a way to fix them without creating new problems. Changelog: Reveal hidden contents /idgames Rerelease [unmaking.wad] Map02: Monster-blocking lines have been added around the drop after the demon hallway to prevent infinite height enemies from walling it off Map07: The bar stools are now slightly smaller to cause less collision Map12: Corrected a major bug where pressing use on any of the blue key doors other than the first one you're meant to open causes all sectors tagged 0 to "open" Map15: Fixed a missing damage and liquid effect on nukage in the area right before the yellow key door Map18: Added a second line to trigger the timer script because it's possible to straferun fast enough to skip the first one Map20: Separated tag numbers on the lost soul monster closet and lift so that the monster closet isn't affected by a late-added secret shoot switch that's only supposed to raise the lift further Map31: An alerted demon was placed outside the playable area so that something would engage the RNG aside from the random switches, making the random switches... well, more random hopefully (and the demon is killed by a crusher so 100% kills is still possible) Rerelease Candidate 2 [unmaking_rc2.wad] New stained glass window and light textures Moved a few items further apart in Map21, 24, and 29 that could not be collected under certain circumstances due to a strange bug with overlapping pickups Map13: The sky definition has been changed to give a gray, cloudy look and thicker fog Map24: Changed out the orange sky and fog for a red sky and darkness Map26: Three additional SSGs are available in case the player misses the first one Map26: Removed the partial invisibility and added a couple light amps Map26: To aid in navigation, the visible distance has been extended slightly and there are now flaming statues around areas with keys still in them Rerelease Candidate 1 (unmaking_rc1.wad) Major balance tweaks on all maps, especially for lower difficulty settings Small visual changes throughout, including new props and more colorful lighting Platforms in several maps have been raised or widened to prevent grabbing items from below when playing with strict Doom 64 compatibility settings A serious attempt has been made to clarify the visual language of switches; all shoot switches now use one of only two switch textures, and those two textures are never used for regular press switches New waterfall texture Map01: Added a new secret (which includes an additional barrel for the secret exit scavenger hunt) and replaced the medikits from the ledge secret with a shotgun and shells Map02: There are now double the initial number of marines in the final fight but none spawn in later Map04: Untagged a sector that had accidentally been marked secret Map04: Combined the two switches in the central-northern room into one and added switches that lower the lifts rather than having to press use on the lifts directly Map07: The series of switches for killing the cyberdemon now use darts instead of an invisible crusher (the crusher was not behaving as intended) Map07: Reworked the last encounter in the barracks Map07: The four-stage lift battle now uses teleports instead of spawns to prevent failed spawns from affecting kill percentage Map07: Placed a light amp in the warehouse area and replaced the plasma gun with a BFG Map08: Both secret alcoves are now significantly lower to the arena floor Map09: The teleport macro in the grave is now triggered by pickups at the bottom, so you must drop into the grave rather than being able to simply run across the top Map09: Swapped out the secret rocket launcher for a light amp (or soulsphere on skills 1 and 2) and created a new rocket launcher secret Map10: The key-activated barrel bridges are now pillar bridges to make them work with vanilla Doom 64 compatibility settings Map10: I've made it easier (I think) to guide the tracers to the furthest cacodemon (attempting to account for the unexpected behavior of tracers to stop following at the last second) Map11: Reworked the rocket launcher secret (previously it had not counted toward secret % until spawned in) Map12: There are now several lava floors and dart-shooting pillars scattered throughout the labyrinth Map12: Secret SSG is now a plasma gun Map13: The shoot switch secret now contains a BFG and cell ammo, with the megasphere moved to a new secret Map13: The initial shoot switch has been moved back and out of reach to hint at the need to shoot it Map14: Parts of the floor now lower into lava with each new phase; all monster platforms now become accessible at the end of the map for cover or grabbing health bonuses Map15: Removed green armor in the big hell knight ambush and replaced with a blue armor secret Map15: Replaced the secret unmaker with cell ammo and added a new unmaker secret requiring the blue key Map16: To encourage traveling the full circuits of the arena, the weapons now spawn on higher steps Map17: Motherdemons will now teleport into the final fight if awoken during the earlier sections, making the fight nigh-impossible Map17: A new secret is available in the final motherdemon temple Map18: The platforms in the damaging floor area are now closer together Map18: Three secrets added to provide enough weaponry and ammo to kill the cyberdemon Map19: The two barrel bridges have become raising sectors to make them work with vanilla Doom 64 compatibility settings Map19: The walkway housing the red key now has a raised half-wall along its sides to prevent falling (previously falling off would cause a silent teleport to your death as it does in Map20 and 23) Map19: You should no longer be able to skip the majority of the third island by triggering a lift from the wrong side Map20: There is now an additional secret past the blue door, and the soulsphere secret includes a major sequence break to get the yellow key without solving the last puzzle Map21: Now titled "Prismatagoria", a slight... correction(?) from "Prismatigoria" Map21: Two new secrets Map22: Three new secrets Map24: The delays between waves have been drastically shortened and the blue key has been replaced with a shoot switch Map24: Replaced the secret megasphere with an invulnerability Map25: Added a brief sequence after collecting the soulsphere to allow crushers to kill the marine bots for 100% kills Map25: There's now a single secret to appease secret-hunters Map25: Now uses the title map music Map26: This is an entirely new map titled "The Void Dreams of Huge Guts" Map27: Moved the first soulsphere to a "secret" placement and added another secret in the first area Map28: Merged two of the cyberdemon phases into one and sped up pacing, but weaker enemies spawn more frequently Map28: Now uses the main menu music Map28: Added a tricky secret with invuln spheres in it Map29: Scripts were sped up slightly Map30: New secret added and the secret soulsphere has been removed Map31: Corrected an oversight where the player always had access to the chaingun regardless of the path selected Map31: Items accessed by the second random switch have been changed so that they don't count toward item % (making 100% items possible) Map32: Re-designated which sectors count as secret, which has reduced the total number of secrets from 6 to 5 Hotfix 1/4/21 (unmaking_fix.wad) Map02: Replaced secret blue armor with a soulsphere (carrying 200 armor into the next map can prevent picking up a critical item) Map07: Corrected oversight on skills 1 and 2 where the second wave of the sewer room fight would not spawn, making the map impossible to complete without cheating Map17: Untagged two switch sectors which had accidentally been tied to a door-close action and would sometimes be found temporarily closed and displaying a missing texture Map29: Moved spawned items closer to the player (they were a bit finicky to pick up) des this work with GZDoom? 0 Quote Share this post Link to post
brick Posted May 31, 2022 6 minutes ago, Johnny Cruelty said: des this work with GZDoom? It does not. If you want the GZDoom version then you'll need to get Doom CE and use the version that is specifically made for that. Details in the link below: 2 Quote Share this post Link to post
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