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[GZDoom] DOOM CE: PSX TC & D64 Retribution, overhauled


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I'm really enjoying this Mod. This is amazing! I have Doom 64 on steam but the mouse movement is broken for me so I had just found the incredible Doom 64: Retribution mod last week and was starting my Doom 64 journey there only to find this amazing update/re-implementation/extension! I'm using the Vanilla setting with smooth weapons and a few addon packs and I'm absolutely loving it! Thank you and thanks to all the other mod makers and coders that made this possible.

 

 

BTW, a small little error I noticed on MAP31. There might be more like it but I've only warped around to a few maps so far. It reminds me of when a Thing is placed too close to a wall in a Vanilla map but the engine is running at Boom or higher compatibility. Anyway, I'm using GZDoom 4.7.1 with version 2.0.6 of the mod.
 

Spoiler

 

For example here is a pic of a floating ammo box in MAP18 of Doom 2 while running PrBoom+ in complevel 9. It would be on the ground in complevel 2.

doom2map18cl9-small.png.7ac0c74ff97ac830373710091a7cb8d5.png


For reference here is Doom 64 (2020)

doom64-2020.png.aa469321f13c7e7d705317bd8341d774.png


For reference here is Doom 64: Retribution 1.5

doom64-rb.png.794fbfe3d0a9ce1c5d4f6379ae37efa1.png


And finally this is Doom 64 CE

doom64-ce.png.3d1930071d6799f4c6f468cf9e7e73cd.png

Thanks!

 

 

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Hi, nice mod, but i need help running it.

I follow the instructions, put GZDOOM 4.7 in a folder with the .zip of PSXFINALDOOM and put my DOOM2.wad there, but I get this error.

 

PSXFINALDOOM.CE.Base.pk3:zscript.unlockables, line 3: Class Episode4Unlocker has unknown base class UnlockHandler
PSXFINALDOOM.CE.Base.pk3:zscript.unlockables, line 19: Class Episode5Unlocker has unknown base class UnlockHandler
PSXFINALDOOM.CE.Base.pk3:zscript.unlockables, line 5: Attempt to override non-existent virtual function WorldUnloaded
PSXFINALDOOM.CE.Base.pk3:zscript.unlockables, line 10: Attempt to override non-existent virtual function WorldLoaded
PSXFINALDOOM.CE.Base.pk3:zscript.unlockables, line 21: Attempt to override non-existent virtual function WorldUnloaded
PSXFINALDOOM.CE.Base.pk3:zscript.unlockables, line 26: Attempt to override non-existent virtual function WorldLoaded

EDIT: Fixed it deleting my .INI

Edit2: nvm still same error

 

 

Edited by D4NUK1

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16 hours ago, HackNeyed said:

BTW, a small little error I noticed on MAP31. There might be more like it but I've only warped around to a few maps so far. It reminds me of when a Thing is placed too close to a wall in a Vanilla map but the engine is running at Boom or higher compatibility. Anyway, I'm using GZDoom 4.7.1 with version 2.0.6 of the mod.
 

 

Thanks for noticing this, I have fixed it for the next version, which won't come out until I've accumulated other changes. I hope it's not too big of a deal.

 

3 hours ago, D4NUK1 said:

Hi, nice mod, but i need help running it.

I follow the instructions, put GZDOOM 4.7 in a folder with the .zip of PSXFINALDOOM and put my DOOM2.wad there, but I get this error.
 

 

You need the Psx Doom files to run Final Doom because there's some shared assets between them. It used to run standalone but in order to keep file sizes smaller, I decided to make it dependent on the regular Psx mod.

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i wish that the addons for stuff like upscaled sprites or hq sounds were available separately from the full version

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I have released an updated version of the Beta 64 map set with various bugfixes. The list of changes is in the description in ModDB.

 

6 hours ago, Donowa said:

i wish that the addons for stuff like upscaled sprites or hq sounds were available separately from the full version

 

At some point I thought of releasing them separately, but that would've just made a mess on the ModDB page with all of those links. I'd reconsider if the UI was a little better in sorting and filtering mod files. The only way you have now is to download the Full version and delete any addon you're not interested in.

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after playing the campaign Beta 64 version CE which is excellent I changed my mind about my next campaign to be made compatible, once the campaign FALLEN EARTH is over I will take care of making compatible the famous campaign UnMaking by Scwiba (40 new maps!) For DOOM 64 CE!

 

moreover the level design of the Beta 64 maps i loved them they are magnificent, especially the level Fortress of Abaddon and incredible it is one of my favorite levels, for me this campaign follows the main campaign of doom 64, thank you very much Antnee for having done this campaign !

Edited by styd051

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14 minutes ago, Koko Ricky said:

Is there a way for the upcoming Doom 64 25th Anniversary Community Project to be incorporated into this? I would just love to be able to play custom maps with this remaster.

 

for the DOOM 64 CE yes it is possible, I would also take care of this mega wad to make it compatible for CE when it is finished.

 

for doom 64 remaster i dont know how to make it compatible maybe immorpher knows how to do.

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1 minute ago, styd051 said:

for doom 64 remaster i dont know how to make it compatible maybe immorpher knows how to do.


Indeed, I will be helping out with the Doom 64 Remaster compatibility as the project goes along! I don't know how to convert things to Doom 64 CE, so if you are up for the task, it will be amazing! Hopefully it being both EX and Remaster compatible, make it such that Molecicco's conversion tools can do most of the hard work for you. :D

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On 12/13/2021 at 2:55 PM, styd051 said:

after playing the campaign Beta 64 version CE which is excellent I changed my mind about my next campaign to be made compatible, once the campaign FALLEN EARTH is over I will take care of making compatible the famous campaign UnMaking by Scwiba (40 new maps!) For DOOM 64 CE!

 

moreover the level design of the Beta 64 maps i loved them they are magnificent, especially the level Fortress of Abaddon and incredible it is one of my favorite levels, for me this campaign follows the main campaign of doom 64, thank you very much Antnee for having done this campaign !

are you guys looking into other mods such as fusion of realities, and the community chest 64? and has anyone heard from the GEC team regarding their journey into the chaos project? just curious

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10 minutes ago, sbw37 said:

are you guys looking into other mods such as fusion of realities, and the community chest 64? and has anyone heard from the GEC team regarding their journey into the chaos project? just curious


I imagine @molecicco is going to need to take a rest eventually! But I have seen him try out his tools on a few maps currently not included.


And with journey into the chaos, GEC team is taking some extra time to touch up the models they have made: https://twitter.com/inc_gec/status/1469444317798445061

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Apologies if this has already been reported, but on D64, one strange problem I've seen is that hell knight bodies disappear after being killed (this does not happen to barons). I'm running the vanilla preset without the PBR and upscale pk3 files, if that helps.

Edited by Dynamo

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13 hours ago, Dynamo said:

Apologies if this has already been reported, but on D64, one strange problem I've seen is that hell knight bodies disappear after being killed (this does not happen to barons). I'm running the vanilla preset without the PBR and upscale pk3 files, if that helps.

 

Thanks, it was an error from my side. Fixed for the next version, which I think I'll publish in the next days, so if anyone finds anything else, I'll make sure to add it in.

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Not to be sour, but I don't think the D64 Community Chest from a few years ago is a priority for compatibility. The project leader abandoned it before it was finished and quality control was very loose. I say this as someone who contributed three maps. It's not representative of how talented the Doom modding scene is. 

Edited by Koko Ricky

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9 hours ago, Koko Ricky said:

Not to be sour, but I don't think the D64 Community Chest from a few years ago is a priority for compatibility. The project leader abandoned it before it was finished and quality control was very loose. I say this as someone who contributed three maps. It's not representative of how talented the Doom modding scene is. 

thats a shame cause some of those levels are brilliantly designed. especially the first 5 levels. which ones were yours?

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@sbw37, I'll have to load it up and check the maps because I honestly don't remember right now. I hope I didn't sound too harsh in my criticism; there was plenty of talent and creativity that went into the project; it was just poorly managed and I think this effort will make up for it. On a related note, I fucking love Doom 64's lighting. I used Photoshop to get some RGB values for color blending, making the light look really natural. Some weird things I noticed while recording this video; maybe a Doom 64 modder can help me out here. Firstly, while the contrast is almost too much in the video, making it appear a bit too dark, it was super faded out and bright while recording. This happens at 1080p but not at higher resolutions. At 4k, the screen is too big and is significantly cropped. I also noticed the phasing of the lights on the computers was random; it looks different between each one and actually behaves slightly differently every time I play. Anyone know what's up with either issue? 

 

 

 

Edited by Koko Ricky

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3 hours ago, Koko Ricky said:

@sbw37, I'll have to load it up and check the maps because I honestly don't remember right now. I hope I didn't sound too harsh in my criticism; there was plenty of talent and creativity that went into the project; it was just poorly managed and I think this effort will make up for it. On a related note, I fucking love Doom 64's lighting. I used Photoshop to get some RGB values for color blending, making the light look really natural. Some weird things I noticed while recording this video; maybe a Doom 64 modder can help me out here. Firstly, while the contrast is almost too much in the video, making it appear a bit too dark, it was super faded out and bright while recording. This happens at 1080p but not at higher resolutions. At 4k, the screen is too big and is significantly cropped. I also noticed the phasing of the lights on the computers was random; it looks different between each one and actually behaves slightly differently every time I play. Anyone know what's up with either issue? 

 

looks good so far bro. no i didnt take it like that its all good. im such a huge fan of doom 64 because it was one of the first shooters i played back in the day. i had played ultimate doom for the pc when i was a kid and it was fun. but this to me is special just because its so different in comparison. for me, there are few games that captures the magic and vibe that truly makes it stand out as an epic experience. half-life 2, halo combat evolved and recently...halo infinite, and doom 64. the community probably thinks im an obsessed lunatic over these projects lol but in all seriousness these projects are fantastic and its nice to see an underappreciated version of doom getting the love and attention its been getting over the last 15 years or so. everyone involved with the mods have done a fantastic job adding new content, enhancing the graphics etc. its much appreciated

 

 

 

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I personally wasn't even aware that Community Chest 64 existed prior to this thread so I'm hoping for compatibility with it at some point in the future :)

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On 12/11/2021 at 10:18 PM, HackNeyed said:

BTW, a small little error I noticed on MAP31. There might be more like it but I've only warped around to a few maps so far. It reminds me of when a Thing is placed too close to a wall in a Vanilla map but the engine is running at Boom or higher compatibility. Anyway, I'm using GZDoom 4.7.1 with version 2.0.6 of the mod.
 

 

On 12/16/2021 at 8:51 PM, Dynamo said:

Apologies if this has already been reported, but on D64, one strange problem I've seen is that hell knight bodies disappear after being killed (this does not happen to barons). I'm running the vanilla preset without the PBR and upscale pk3 files, if that helps.

 

I've uploaded a small bugfix release that fixes these issues among other things that were reported previously: Version 2.0.7

 

Here's a small teaser of the next megawad I'm porting. The screenshots are kind of old by now and were part of an early test run of my porting tools, so ignore the missing texture. I'll probably post more interesting ones later on.

 

Spoiler

Screenshot_Doom64CE_20211214_001543.png.f9a647fd7219c0d7fc1b7601954525c2.png

 

Screenshot_Doom64CE_20211214_002414.png.985e3cd551525ecc82e687c9a9004c89.png

 

 

 

 

Edited by molecicco

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  • 4 weeks later...

I've finished porting all 40 maps and now will do some playtesting before publishing it.

 

Here are some additional screenshots:

 

Screenshot_Doom64CE_20220104_221800.png.d5e34df6bb4a3a8fd612027d76f192ee.png

 

Screenshot_Doom64CE_20220112_215946.png.f83070d879ebcb2807162f41699079f4.png

 

Screenshot_Doom64CE_20220123_011507.png.27f78e7dacaf62fec84b6c875fa538a4.png

 

Screenshot_Doom64CE_20220123_011547.png.49a91306239110bb874db44a6bf9f6a5.png

 

Screenshot_Doom64CE_20220123_011725.png.3e5f9c7e1827fd4ea4475cdd14aa6166.png

 

Screenshot_Doom64CE_20220117_152509.png.af1ab4d025313c53bb0a1fdc99b6d688.png

 

On 12/27/2021 at 8:00 AM, Dynamo said:

Nice to see, will this also include the new levels added when it was ported to the steam version?

 

The screenshots speak for themselves, though maps 1, 2 and 4-33 are from the EX version as per scwiba's preference. We may tweak some maps to bring some of the improvements that were made to the re-release version.

Edited by molecicco
Attached screenshots

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Excellent work! Looking forward to playing it again under CE :) Hopefully cchest64 gets the same treatment at some point.

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4 hours ago, Dynamo said:

Excellent work! Looking forward to playing it again under CE :) Hopefully cchest64 gets the same treatment at some point.

 

The upcoming 25th anniversary map jam is also a strong contender to be ported, but we'll see!

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I finished making the FALLEN EARTH campaign compatible with PSX DOOM CE

 

but there are still some texture fixes to fix on some maps before publishing it

 

The screenshots

 

210738882_Sanstitre1.png.397896b29faecf940b531cf375f726d5.png

 

1999282812_Sanstitre2.png.7520a4dd1ef0a61cec4913a0d759d37f.png

 

1518687591_Sanstitre3.png.2280005aeb51ab55d12d6e7f4fba19e1.png

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  • 2 weeks later...

Hi all !

 

I announce my future addon that I will make for PSX DOOM CE it is about PSX DOOM The Tost level !

maxresdefault.jpg.a8d22f8329f6053f67413d5a968812d5.jpg

 

this addon is to restore episode The Lost Level for PSX DOOM CE, and in addition all maps The Lost Level that are merged into campaign ultimate doom, hell on earth, master level, tnt, plutania in PSX DOOM CE will be removed and moved to episode The Lost Level. (that is you can replay the campaign ultimate doom, hell on earth, master level, tnt, plutania but without The Lost Level maps, if you want to play maps The Lost Level just choose the campaign The Lost Level.)

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  • 2 weeks later...

I've released version 2.1.0 of this mod. Tons of bug fixes, the gradient color brightness is more faithful to the original, and most importantly, a port of The UnMaking is now out (thanks @scwiba!).

 

There's more screenshots and additional details in the ModDB page: https://www.moddb.com/mods/doom-ce/news/doom-ce-210-release-highlights. From there just go to the Files tab to grab the main mod and the Addons tab to get The UnMaking.

 

unmaking4.png.744ce878150d7d765f1fa113f257826b.png

 

I also included a preview of how Doom 64 would look with lightmaps, which should be supported with the upcoming GZDoom version. Looks really interesting...

 

lightmaps1.png.daf254378796cf52ab4ed90d8c7a9502.png

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Congrats on the release! I won't be home until March but I really look forward to trying out the unmaking on doom CE. Looking forward to the next d64 megawad port. :D

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