molecicco Posted December 8, 2021 (edited) Download it here: https://www.moddb.com/mods/doom-ce SUMMARY This mod builds on the PSX DOOM Total Conversion and DOOM 64 Retribution, to take advantage of the latest GZDoom versions and adds many features that make them more faithful but were impossible to implement at their time of release. To achieve this, a large amount of the code has been adapted from GEC Master Edition (also known as DZDoom) into ZScript, while looking at the reverse engineered source code and existing source ports of these games for reference. In addition to that, the mod is highly modular and also includes many optional "enhancements" that deviate from the original experience. Depending on your preference, you can choose to play as close to vanilla as possible, or experiment and play with upscaled textures, PBR materials, flashy particle effects and other features that are common in other GZDoom mods. Since it runs on the latest GZDoom (4.10+, currently), that means that it is compatible with other mods. It's been tested with mods such as Corruption Cards, Project Brutality, QC:DE, Death Foretold, Embers of Armageddon, Guncaster, Trailblazer, GMOTA, Russian Overkill, Complex Doom, Legendoom Lite, Pandemonia, and many others (NOTE: Support is more limited in Doom 64 because most mods depend on Doom 2 textures and Doom 2's actor heights). HIGHLIGHTS PSX DOOM software lighting emulation (brightness fades with distance). DOOM 64 with gradient and additive lighting. Can also be enabled in PSX DOOM too to give it a different look. Options to restore the PSX DOOM aspect ratio or to use the Nintendo 64's 3-Point filter. The mod is powered by ZScript to make it more accurate to the original. PSX DOOM TC Lost Levels can be integrated into the regular episodes to provide the full PC level set. Bonus episodes and maps for DOOM 64 from the Absolution TC era. Customizable speeds: approximate them to the slower framerate of the originals or make them faster for a bigger challenge. Option to restore Arch-Viles in PSX DOOM, Spider Masterminds in PSX FINAL DOOM, Absolution TC exclusive monsters and Doom 2 monsters (Revenants, Arch-Viles, etc) in DOOM 64. The Red and Green Demon Keys exclusive to the Outcast Levels TC are included in that episode. Choose to play with the dark ambient Console soundtrack, the action oriented PC soundtrack, or both, in which action fades into ambient after the music finishes. AI interpolated DOOM 64 animations and Smooth Doom adapted to PSX DOOM. 2x AI upscaled textures. PBR materials. Brightmaps for sprites and textures. Play with a fullscreen hud styled like DOOM 64 or the default GZDoom hud. Ambient sounds for decorations (torches, barrels, etc). Enemies and the player produce footstep sounds. Optional story texts taken from the manuals or readme files if they were fanmade. Two new difficulties: Nightmare/Hardcore is UV with fast monsters and no respawns, and Ultra-Nightmare/Doomslayer is a modified version of the difficulty introduced in DOOM 64: Retribution. Integrates Nashgore with slight tweaks and bug fixes. Higher quality and more varied sound effects. High quality soundtracks. Many more miscellaneous small details. Some non-vanilla friendly screenshots: Spoiler PSX DOOM with gradient coloring: Upscaled textures, PBR materials and other special effects: INCLUDED MAPS PSX DOOM CE Evil Unleashed/Ultimate DOOM: PSX campaign. The maps included here are based on conversions made for the PSX Doom TC. Maps that were absent from the original console release come from the PSX Doom Lost Levels community project. Hell on Earth/DOOM II: PSX campaign. The maps included here are based on conversions made for the PSX Doom TC. Maps that were absent from the original console release come from the PSX Doom Lost Levels community project. No Rest For The Living: A reimagination of the Xbox mapset. The maps included here are based on conversions by Dexiaz and Salahmander2 for the PSX Doom TC. Bonus maps: Tech Gone Bad and Phobos Mission Control by BlackxZodiac13, originally created for the PSX Doom TC (based on the maps by John Romero). PSX FINAL DOOM CE Master Levels: PSX campaign. The maps included here are based on conversions made for the PSX Doom TC. Maps that were absent from the original console release come from the PSX Doom Lost Levels community project. TNT: Evilution: PSX campaign. The maps included here are based on conversions made for the PSX Doom TC. Maps that were absent from the original console release come from the PSX Doom Lost Levels community project. The Plutonia Experiment: PSX campaign. The maps included here are based on conversions made for the PSX Doom TC. Maps that were absent from the original console release come from the PSX Doom Lost Levels community project. Bonus maps: DeXiaZ's Mausoleum by Dexiaz and Last Gateway to Sin by BaronOfStuff, originally created for the PSX Doom TC. DOOM 64 CE The Absolution/DOOM 64: The original campaign. The Lost Levels: These maps are exclusive to Doom 64's 2020 remaster by Nightdive. They are only available if the included installer finds a valid installation of the 2020 release. The Doomsday Levels: Maps that were exclusive to Kaiser's 2003's Absolution TC and its Outcast Levels expansion, merged into a single episode. The maps included here are based on conversions made by Nevander for Doom 64: Retribution. Redemption Denied: A 2005 mapset by Steven Searle and AgentSpork for the Absolution TC. The maps included here are based on conversions made by Nevander for Doom 64: Retribution. The Reckoning: A 2008 mapset by Steven Searle for the Absolution TC. These maps included here are based on conversions made by thexgiddoomerx for Doom 64 EX. Bonus maps: Waste Processing and Mining Front by Maverick and Temple Ruins and Temple Grounds by Henri Leto, standalone maps made for the Absolution TC, are included. They are based on conversion made by thexgiddoomerx for Doom 64 EX. FEATURE PRESETS Since almost every feature is optional, the mod contains four presets for different levels of enabled "enhancements": Faithful, Faithful Enhanced, Modern (default) and Experimental. When starting the mod for the first time, you will be prompted on what preset to use. They can be changed later by going into the Features Menu and choosing Choose Features Preset. Faithful: Features will be set as faithful as possible to the original. Faithful Enhanced: Some enhancements such as smooth animations, ambient sounds, gore and particles trails will be enabled, but gameplay will remain faithful to the original. Modern (default): More features including subtle gameplay changes will be enabled. Some monsters that weren't available in the console campaigns (Arch-Viles, etc) are also added. Experimental: Same as Modern, but with new visuals and music style will change over time. AUTO-LOADED ADDONS There's two download flavors: Lite and Full. Lite is just the base mod for those who don't want any additional features other than those built inside the mod. Full is a massive ~1GB download because it bundles several addon pk3s that get automatically loaded when starting the mod. Each can be safely deleted or moved to a different folder to skip auto-loading them if you prefer not using it. Maps.LostLevels: Adds missing PC levels into the PSX DOOM campaign, and the 2020 bonus episode into DOOM 64. BGM.Extended: Extended, higher quality Console soundtrack by Aubrey Hodges. Some bonus tracks are also mapped to some maps when this is present. GFX.Brightmaps: Brightmaps, textures that remain bright regardless of how dark the room is (like switches, monsters' eyes, etc.). GFX.Decals: Higher quality decals. You may want to remove this to have more crispy, pixelated, vanilla-friendly decals. GFX.Extra: Smoothened wall/floor animations, glowing floors, and liquids will produce splashes. GFX.Parallax: Adds a 3D-like relief effect to liquids. GFX.PBR: Changes how textures react to lighting. Gives a glossy or metallic effect to textures. SFX.HQ: Upscaled, higher quality sounds and adds some additional sounds to some monsters. Comparison videos: Spoiler Faithful preset without enhancement addons and cvar tweaks for maximum vanillaness CVars used: freelook 0, uiscale 4, cl_maxdecals 0, gl_lights 0, gl_bloom 0, gl_light_shadowmap 0, gl_ssao 0, gl_fxaa 0, r_actorspriteshadow 0, show_obituaries 0 Addons: AspectRatio for PSX and 3PointFilter for 64 Faithful Enhanced preset with some enhancement addons CVars used: freelook 0, uiscale 4 Addons: BGM.Extended GFX.Brightmaps GFX.Extra SFX.HQ, AspectRatio for PSX and 3PointFilter for 64 Experimental preset plus all addons CVars used: freelook 0, uiscale 4 Addons: BGM.Arranged, BGM.Extended, GFX.Brightmaps, GFX.Decals, GFX.Extra, GFX.Parallax, GFX.PBR, GFX.Upscale SFX.HQ Spoiler 3-Point Filter addon off/on Aspect Ratio addon off/on ...and on top of that, there are several megawads that have been ported to work with this mod, should you want to play new levels: Rumble Pak by @Antnee @Koko Ricky @DMPhobos @SteelPH @hardcore_gamer @jdagenet @Kore @riderr3 @RileyXY1 @sector666 @snapshot TheAgaures @Yummy Pie, ported by @molecicco. It consists of a selection of maps released standalone and as part of Community Chest 64. The UnMaking by @scwiba, ported by @molecicco (original megawad thread) Beta64 by @Antnee, ported by @molecicco (original megawad thread) Episode 1 for DOOM 64 (Knee Deep In The Dead) by @Z0k, ported by @molecicco (original megawad thread) PlayStation DOOM Reloaded by @RHG 45 and Yikesdude754, ported by @styd051 (original megawad thread) Fall of Triton by @RHG 45, ported by @styd051 (original megawad thread) Plutiona 2 & PCRP by (various mappers), originally ported for the PSX TC by @Cryo, ported to this mod by @molecicco (original megawad thread) Megawad screenshots: Spoiler The UnMaking: Beta64: Knee Deep In The Dead for Doom 64: PlayStation DOOM Reloaded: Fall of Triton: Plutonia 2 & PCRP: INSTALLATION Check out the ModDB page for detailed instructions, but TL;DR: for PSX DOOM you need the DOOM 2 IWAD, and for DOOM 64 you need the 2020 DOOM 64 remaster installed, and must run an installer batch file that is included with the download. DISCLAIMER I am not associated with any of the authors of the Total Conversions or any other resource included in this package. All credit belongs to them! There is a credits menu where all the resources and their authors are listed. If you enjoy a specific feature that is not original to this mod, make sure to try out their individual, separate mods. While special care has been taken to be respectful to the original games, this mod does not aim for total accuracy. For that, please check out source ports such as PsyDoom or the official DOOM 64 remaster. More videos: Spoiler Edit: Added this awesome video by Wedgeridoon't Edited February 4 by molecicco 3.9.0 updates 42 Quote Share this post Link to post
Immorpher Posted December 8, 2021 This is such an amazing adaptation of console dooms (PS1, and N64) for GZDoom! It's nice that you were able to use GEC Master Edition to add gradient lighting to Doom 64 Retribution. I love playing with the "enhanced colors" which has the environmental dynamic lights and gradient lights put together. Oh and those PBR textures really enhance the moodiness I think. There is so much to talk about with this adaptation, but as a super obsessed Doom 64 fan it hits the right spots. Great job in porting Z0k's Episode 1 and Antnee's Beta 64 as well! 5 Quote Share this post Link to post
Teo Slayer Posted December 8, 2021 Best Doom port and best Doom game coming together on the best source port. Good job, I like it 3 Quote Share this post Link to post
Antnee Posted December 8, 2021 This is awesome work. Thank you for including my wad in this!! I am trying to get it to generate the Doom64 iwad, but am getting an error from the .bat stating that it could not generate the iwad, and to make sure that it has not been modified before trying to patch However, my steam installation is untouched. Any thoughts? 0 Quote Share this post Link to post
molecicco Posted December 8, 2021 41 minutes ago, Antnee said: This is awesome work. Thank you for including my wad in this!! I am trying to get it to generate the Doom64 iwad, but am getting an error from the .bat stating that it could not generate the iwad, and to make sure that it has not been modified before trying to patch However, my steam installation is untouched. Any thoughts? Is your Steam DOOM64.WAD unaltered? Since the patcher works based on deltas, it has to be the exact file as the one downloaded from Steam. For example, if you've been playing The UnMaking, its patcher edits the wad to add new resources, so it won't work with that. By the way, porting Beta 64 was very tricky because the engine differences showed way more than in the other map sets... so expect harmless bugs (it is completable though). I'll likely iterate on it with what users report. 1 Quote Share this post Link to post
Immorpher Posted December 8, 2021 I know there are differences between the gamepass and steam/bethesda IWADs (primarily a chaingun change). @Antnee I will have to investigate your issue, going to send you a DM! 0 Quote Share this post Link to post
styd051 Posted December 8, 2021 for me this port doom and the best of what I have played you did a good job Molecicco I encourage you to continue ! I also plan to make new map packs compatible for PSX DOOM CE or DOOM 64 in the future, but for the moment i'm focusing on new map packs for PSX DOOM CE. here is my campaign list I must ported for PSX DOOM CE -FALLEN EARTH (33 maps) soon -The Forgotten Chapter (11 maps) -Innocence X Edition (26 maps) -Fall of triton remake (40 maps) -Threshold of pain (12 maps) -Threshold of pain 2 (7 maps) my goal is to add more new campaigns for DOOM CE to have even more fun playing ! DOOM CE my favorite mod <3 2 Quote Share this post Link to post
Antnee Posted December 8, 2021 (edited) I fixed my own issue, just to be certain I deleted my D64 installation, then made Steam reinstall it. I must have dinked with it or something. It works now. Initial observations: I *really* like the small atmospheric touches, like the monitor static sounds and the water. I am seeing though that literally none of the door runners are unpegged (the textures all move with the doors) Is there a way to turn off the damage arrows? I find those really distracting EDIT Nevermind, it's in "features" not in "settings" All In all this is super exciting and I'm so happy this is happening! Edited December 8, 2021 by Antnee 2 Quote Share this post Link to post
SiFi270 Posted December 8, 2021 Very impressive. Two things I'd like to see are an option to toggle the Saturn version's status bar and an addon with MAPINFO lumps that skip the PSX lost levels. 2 Quote Share this post Link to post
molecicco Posted December 8, 2021 (edited) 2 hours ago, Antnee said: I am seeing though that literally none of the door runners are unpegged (the textures all move with the doors) Oh lmao those completely slipped by. It's one of those engine differences that can't be translated automatically to gzdoom, to solve it I have to do manual map edits and create tiny triangle sectors that surround each door runner so their height doesn't change with the door. 1 hour ago, SiFi270 said: Two things I'd like to see are an option to toggle the Saturn version's status bar and an addon with MAPINFO lumps that skip the PSX lost levels. Sounds like something that could be implemented as small optional submods, I'll keep that in mind. Edited December 8, 2021 by molecicco 1 Quote Share this post Link to post
Antnee Posted December 8, 2021 WHAT?! So Zdoom doesn't have "upper unpegged" as a sidedef property? That can't be right... 0 Quote Share this post Link to post
molecicco Posted December 8, 2021 24 minutes ago, Antnee said: WHAT?! So Zdoom doesn't have "upper unpegged" as a sidedef property? That can't be right... Oops I meant for the vertically splitting doors. I had to do some hacking around in ZScript to port Doom 64's "vertical door" flag (mostly) seamlessly, and neither "unpegged" flag works there (not exactly sure why though). The regular doors are fine, though for some reason they have to be set with "Lower unpegged" instead of "Upper unpegged" like they are in the original maps. I still missed that when porting. 0 Quote Share this post Link to post
brick Posted December 8, 2021 I admit I only discovered PS Doom earlier this year (despite being into Doom since its release), but I ended up liking it a lot more than I thought I would. This seems like a really cool project. I really like how modular the features are, pure vanilla for those who wants, gigabytes of addons for those who want that, and everything in-between, everyone's happy! I'm curious, since you brought up GEC Master Edition. Was one of the reasons for adapting the code from there to try and make all the features of that project workable in current GZDoom without relying on the modified 1.9.1? 0 Quote Share this post Link to post
Antnee Posted December 8, 2021 Got it. So another bug, Gamma Lab in Beta64 plays a music that is not at all similar to anything OST, it sounds like some other MIDI? 0 Quote Share this post Link to post
molecicco Posted December 8, 2021 (edited) 46 minutes ago, brick said: I admit I only discovered PS Doom earlier this year (despite being into Doom since its release), but I ended up liking it a lot more than I thought I would. This seems like a really cool project. I really like how modular the features are, pure vanilla for those who wants, gigabytes of addons for those who want that, and everything in-between, everyone's happy! I'm curious, since you brought up GEC Master Edition. Was one of the reasons for adapting the code from there to try and make all the features of that project workable in current GZDoom without relying on the modified 1.9.1? My goal was to have as much as I could working with mainline GZDoom without modifying its source code, as an experiment to see how far I could push it with ZScript and other bleeding edge GZDoom goodies. Turns out it was a lot! 44 minutes ago, Antnee said: Got it. So another bug, Gamma Lab in Beta64 plays a music that is not at all similar to anything OST, it sounds like some other MIDI? Seems like Beta64 has a few bugs, it might be better to post them in chunks because I suspect you're going to keep finding them :D These are others that have been reported so far and I have to look into: - Disposal Center: Can exit the map skipping the final shootout - Sector R: Weird black sector - Profane Paradise: Script error trying to get a secret by pushing a wall - Profane Paradise: Texture glitching in the sky after the first teleport - Pain Warren: Missing door railing textures of one door - Pain Warren: Floating giblet decoration EDIT: Just double checked and Gamma Lab is playing the proper track (Bleep Spawn), but if you are playing with the Full version and the BGM.Extended addon is present, it will play Aubrey Hodges' extended version, which sounds a bit different. Edited December 9, 2021 by molecicco 2 Quote Share this post Link to post
VanaheimRanger Posted December 9, 2021 Since GZDoomVR recently got updated to the 4.7.1 release I'm gonna check this out in VR very soon, Doom 64 in VR is gonna be a trip! 2 Quote Share this post Link to post
Wavy Posted December 9, 2021 (edited) I've been playing with some of the earlier builds a while ago. Super fucking solid stuff here mate! And this is coming from me, a semi vanilla purist. I'm also happy to see the N64 3 point filtering and PSX aspect ratio correction applied here. Just small touches like that are awesome. Edited December 9, 2021 by Wavy 2 Quote Share this post Link to post
Antnee Posted December 9, 2021 Quote Just double checked and Gamma Lab is playing the proper track (Bleep Spawn), but if you are playing with the Full version and the BGM.Extended addon is present, it will play Aubrey Hodges' extended version, which sounds a bit different. So, what is happening is that every level past 5 will start with a completely random track, that SOUNDS like it's a Doom2/Final Doom MIDI. Once that track completes, then it goes into the normal Doom64 OST. 0 Quote Share this post Link to post
molecicco Posted December 9, 2021 (edited) 8 minutes ago, Antnee said: So, what is happening is that every level past 5 will start with a completely random track, that SOUNDS like it's a Doom2/Final Doom MIDI. Once that track completes, then it goes into the normal Doom64 OST. Ah lol I see what's happening. There's this very cursed feature that lets you play with PC-style midis that fade into the usual dark ambient ones. You must have enabled it without realizing it (probably chose the exaggerated preset which enables it). To bring it back to normal, go to the Features menu > Audio Features, and set "Music Style" to "Console". Also set "Play Both Music Styles" to "No". Then choose the "Change Music Style Now" option to apply the changes immediately. I feel some of those tracks don't fit at all, but apparently some people like the feature, so... Edited December 9, 2021 by molecicco 0 Quote Share this post Link to post
hari Posted December 9, 2021 (edited) 15 hours ago, VanaheimRanger said: Since GZDoomVR recently got updated to the 4.7.1 release I'm gonna check this out in VR very soon, Doom 64 in VR is gonna be a trip! I've briefly tested it and it works reasonably well but you have to make some adjustments. First of all you should disable Screen Tilting, Motion Blur and Weapon Sway. When they are enabled, shaking of the screen could make you easily sick in VR. Also, when I was playing with default speed 30hz sometimes there was a stutter, so I had to increased it to 35hz. And of course the world scale should be increased to at least 48 from default 32, otherwise sprites look gigantic. Edited December 9, 2021 by hari 2 Quote Share this post Link to post
Immorpher Posted December 9, 2021 Doom CE is in the running for ModDB's Mod of the Year and could use your vote! If you have tried it out you can see he put his heart, soul, and particularly sanity into this project. There is a day left to vote! If you want to vote for this project, do it here: https://www.moddb.com/mods/doom-ce 5 Quote Share this post Link to post
VanaheimRanger Posted December 10, 2021 10 hours ago, hari said: I've briefly tested it and it works reasonably well but you have to make some adjustments. First of all you should disable Screen Tilting, Motion Blur and Weapon Sway. When they are enabled, shaking of the screen could make you easily sick in VR. Also, when I was playing with default speed 30hz sometimes there was a stutter, so I had to increased it to 35hz. And of course the world scale should be increased to at least 48 from default 32, otherwise sprites look gigantic. I play seated and so I usually max out the world scale for height reasons. But yea those other things will definitely need to be disabled, I don't get motion sickness in VR anymore, like, at all, but I can definitely see them being distracting. 0 Quote Share this post Link to post
molecicco Posted December 11, 2021 On 12/9/2021 at 9:40 AM, hari said: I've briefly tested it and it works reasonably well but you have to make some adjustments. First of all you should disable Screen Tilting, Motion Blur and Weapon Sway. When they are enabled, shaking of the screen could make you easily sick in VR. Also, when I was playing with default speed 30hz sometimes there was a stutter, so I had to increased it to 35hz. And of course the world scale should be increased to at least 48 from default 32, otherwise sprites look gigantic. Does the Unmaker work in VR? I've no idea how gzdoomvr works, but I've seen some videos and it looks like it uses 3d weapon replacements, which would override the custom ones provided by this mod (regular weapons also have speed/damage tweaks here) 0 Quote Share this post Link to post
hari Posted December 11, 2021 12 hours ago, molecicco said: Does the Unmaker work in VR? I've no idea how gzdoomvr works, but I've seen some videos and it looks like it uses 3d weapon replacements, which would override the custom ones provided by this mod (regular weapons also have speed/damage tweaks here) The Unmaker works well but I'm not using any 3d weapon packs. I've just replaced gzdoom.exe with the latest gzdoomvr.exe. If somebody decides to use an additional weapon pack it will probably indeed breaks the mod. I'm really enjoing playing DoomCE, thank you for your hard work. I've waited for a proper Doom64 conversion to be able to play it in VR. 2 Quote Share this post Link to post
Dynamo Posted December 11, 2021 This looks very cool and well made! Glad to see so much content for both versions of the game supported, and Doom 64 IWAD support as well, that's brilliant! I'll definitely be checking this out :D 2 Quote Share this post Link to post
Donowa Posted December 11, 2021 I run linux because my windows installation runs at a tortoise's pace, how can I patch my steam DOOM64 wad without having to use wine or a virtual machine? 0 Quote Share this post Link to post
Immorpher Posted December 12, 2021 5 hours ago, Donowa said: I run linux because my windows installation runs at a tortoise's pace, how can I patch my steam DOOM64 wad without having to use wine or a virtual machine? You can use this website to apply patches: https://www.marcrobledo.com/RomPatcher.js/ There should be instructions with CE which give instructions on using .bps patches and patching the WAD. 0 Quote Share this post Link to post
Donowa Posted December 12, 2021 yeah but the steam wad is patched via a bat file, not a bps for the n64 rom 0 Quote Share this post Link to post
Immorpher Posted December 12, 2021 14 minutes ago, Donowa said: yeah but the steam wad is patched via a bat file, not a bps for the n64 rom There is a bps file in one of the folders with CE which you use the website I linked above to patch the steam wad. Here is a video on how its done: 1 Quote Share this post Link to post
molecicco Posted December 12, 2021 (edited) What Immorpher posted should at least let you play the mod, however you won't get the Lost Levels episode. For that, the .bat installer does a complicated process of extracting some lumps from the Steam IWAD, patching them and reassembling them into something that gzdoom and my mod can autoload and play. Since you are a Linux user, it shouldn't be hard to just look inside the .bat and figure out how to do it manually ;) (though windows batch syntax is indeed awful). The only issue would be that I use WadEX (https://github.com/AyrA/WADex) for extracting which is Windows-only, but you could use something like Slade instead. Edited December 12, 2021 by molecicco 1 Quote Share this post Link to post
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