styd051 Posted February 20, 2022 @molecico congratulations on the release ! 2 Quote Share this post Link to post
molecicco Posted February 20, 2022 I've posted a last minute update to DOOM 64 2.1.0 that fixes the exit script not activating when beating Hectic. That and Cat and Mouse were the only levels affected. Sorry! If you downloaded it before 19:35 UTC (or the time of this post), please download it again. 4 hours ago, Azuris said: Is it possible to skip the Intros :> ? Yes! You can turn them off by going into the Features menu > Interface Features > Skip Story Introductions. 3 Quote Share this post Link to post
Kinsie Posted February 21, 2022 Very impressive stuff, a real towering feat. One thing I'd like to suggest... many moons ago I did a modified version of the DOOM 64 Retribution TC called Consolation Prize, which removed most of the custom actors and made some tweaks so that it could be played with whatever GZDoom gameplay mods the player fancied (with some placeholder actors so the modder could add their own appropriate actors for Demon Keys, the Unmaker, Motherdemon etc.). I've attempted to add support for Doom 64 CE's mapsets, but the codebase is just too different and if I made a modded version of the CE IWAD, it'd be lacking the legally-clean installation process. I guess what I'm saying is, an installation method that creates a mod instead of an IWAD and uses vanilla actors would be really cool. I'm not sure how possible that is, though. 0 Quote Share this post Link to post
Azuris Posted February 21, 2022 21 hours ago, molecicco said: Yes! You can turn them off by going into the Features menu > Interface Features > Skip Story Introductions. Ha, there it is, thank you, perfect. So far a pretty great release :) 1 Quote Share this post Link to post
molecicco Posted February 22, 2022 On 2/20/2022 at 8:23 PM, Kinsie said: Very impressive stuff, a real towering feat. One thing I'd like to suggest... many moons ago I did a modified version of the DOOM 64 Retribution TC called Consolation Prize, which removed most of the custom actors and made some tweaks so that it could be played with whatever GZDoom gameplay mods the player fancied (with some placeholder actors so the modder could add their own appropriate actors for Demon Keys, the Unmaker, Motherdemon etc.). I've attempted to add support for Doom 64 CE's mapsets, but the codebase is just too different and if I made a modded version of the CE IWAD, it'd be lacking the legally-clean installation process. I guess what I'm saying is, an installation method that creates a mod instead of an IWAD and uses vanilla actors would be really cool. I'm not sure how possible that is, though. This mod is a mashup of good, bad and hacky so I understand the pain trying to decipher its code :). I think it is possible to do it but a bit tricky due to how it is structured. I will PM you with some details. 1 Quote Share this post Link to post
TasAcri Posted March 2, 2022 Im constantly getting this error: "This patch is not intended for this ROM. Could not generate DOOM64.IWAD. Make sure your Steam DOOM 64 WAD has not been manually modified before running this patch." I'm using the Steam version of the game from Nightdive studios, isn't that the correct one? The DOOM64.WAD is unaltered, i even re-installed the game from scratch and the fresh WAD still doesn't work. 0 Quote Share this post Link to post
molecicco Posted March 2, 2022 5 hours ago, TasAcri said: The DOOM64.WAD is unaltered, i even re-installed the game from scratch and the fresh WAD still doesn't work. I updated the installer right after the Steam Doom 64 got patched last week. Perhaps you downloaded this mod before I made that update? Please try downloading the latest from ModDB and try again. 0 Quote Share this post Link to post
TasAcri Posted March 2, 2022 (edited) I don't have DOOM 64 patched in STEAM because of some issues i heard with the saves. Do i have to patch the main game for the mod to see it? Any chance it can work with the non-patched version? Maybe i could use an older mod to make the IWAD and then use that on a newer version of the mod? Would that cause issues? Edited March 2, 2022 by TasAcri 0 Quote Share this post Link to post
TasAcri Posted March 2, 2022 (edited) Ok i downloaded the previous version and it works. But there are a few things that i don't know how to disable. Liek the footstep sounds and the obnoxious splat sound every time i gib a monster. Also, the lighting isn't the same as the original in some parts like this one: The way the key flickers is different. In the STEAM and N64 version it looks more impressive. I think the same issue was in Retribution as well. Edited March 2, 2022 by TasAcri 0 Quote Share this post Link to post
molecicco Posted March 2, 2022 (edited) 1 hour ago, TasAcri said: Ok i downloaded the previous version and it works. I don't know how you made it work with the previous version, since only the latest is compatible. I may be misunderstanding. Quote But there are a few things that i don't know how to disable. Liek the footstep sounds and the obnoxious splat sound every time i gib a monster. The way the key flickers is different There's plenty of options in the Features menu. Experiment. They keys look different because they have dynamic lights attached to them. There's a hidden gzdoom cvar to completely disable dynamic lights if you want. If you want a shortcut to make it as close as possible to the original: Use the Lite version or remove all files with "Addon" on their name. Go to "Choose Defaults Presets", choose "Vanilla Preset". Some effects get initialized after the map starts for the first time, so you may need to start a new game or warp to a new map. Change these cvars: freelook 0 //disables freelook cl_maxdecals 0 //disables all decals gl_lights 0 //disables all dynamic lights gl_bloom 0 //disables bloom gl_light_shadowmap 0 //disables shadowmaps gl_ssao 0 //disables ssao gl_fxaa 0 //disables fxaa r_actorspriteshadow 0 //disables sprite shadows show_obituaries 0 //disables obituaries Be careful with some of those cvars because some are not exposed through gzdoom's option menu and if you want to revert you'll need to use the console again. EDIT: If by the key flicker you mean the white strobing flashes on the pedestal, they are a little toned down in this version due to how I hacked them in (I also prefer it this way because I find it too strong when the same effect is used on large sectors, like in map04). Edited March 2, 2022 by molecicco 0 Quote Share this post Link to post
TasAcri Posted March 2, 2022 Yeah, the strobing flash effect in that part was pretty impressive to me ;) I couldn't find how to disable the footstep and gibbing splash sounds. I disabled everything from the audio features but those few effects remain. I downloaded the older version of the mod, i assumed you uploaded it before the game got patched. So since my game isn't patched it worked. Thanks for the suggestions, i will try them out. You might be asking, why would i want this to be so vanilla when i already have the remastered version? Well, it's the reload animation effects... It's the only thing i don't like about the original. So i'm trying to replicate the original as close as i can and keep the animations. 0 Quote Share this post Link to post
molecicco Posted March 3, 2022 3 hours ago, TasAcri said: I couldn't find how to disable the footstep and gibbing splash sounds. I disabled everything from the audio features but those few effects remain. I'm pretty sure you weren't able to disable them because they required a map reload. It's annoying but for some options it's the only way to refresh them because they get loaded when the level starts. You can identify which options require a reload because their name has an asterisk in the Features menu. Quote You might be asking, why would i want this to be so vanilla when i already have the remastered version? Well, it's the reload animation effects... It's the only thing i don't like about the original. So i'm trying to replicate the original as close as i can and keep the animations. Try using the vanilla preset, it will take care of everything for you. You can start from there and then enable only the animations. If that's not vanilla enough, you can follow the other tips in the previous post :) 1 Quote Share this post Link to post
TasAcri Posted March 3, 2022 (edited) 11 hours ago, molecicco said: Try using the vanilla preset, it will take care of everything for you. You can start from there and then enable only the animations. If that's not vanilla enough, you can follow the other tips in the previous post :) Ok, these are all the steps i did: - I removed all the extra addon .pk3s from the main folder. - Chose the "vanilla" option from the default presets. - Exited the game and edited the cvars like you mentioned. - Carefully reviewed every other option from the features menu, especially the sound section. - Restarted the game again. The very loud splash/gibbing sound is still active. Along with some other random sounds (like bodies hitting the floor) that don't exist in the original. Seems like these aren't affected by the options menu and are enabled always? The strobbing lights effect is also still not like the original regardless the edited cvars. Though, i understand it's a personal choice you made, i wish there was an option toggle for authenticity. Edit: OK, i managed to remove the sounds by deleting the "Sounds" folder inside the "DOOM64.CE.Base.pk3" file. Seems like there are some sounds left enabled when you select to remove them from the audio features menu. So this brute force way clears things up, though that removes the option to use the extra sounds completely. I'm not very familiar with the way it works so i can't fix it properly myself in order for all these sounds to be enabled/disabled properly in the options menu. I would also like to know if it's possible to achieve the strong, original light strobbing effect by modifying something in the .pk3. One last thing, the DOOM64 Retribution mod has one awesome sound feature that adds extra reverb in the maps, making it more atmospheric. Is there a chance something like this would be implemented? Thanks! Edited March 3, 2022 by TasAcri 0 Quote Share this post Link to post
molecicco Posted March 3, 2022 7 hours ago, TasAcri said: Restarted the game again (...) Seems like these aren't affected by the options menu and are enabled always? Restarting the game does nothing. The best you can do right after you choose a defaults preset is to start a new game or warp to a new level (using the console, typing idclev, completing the current map, etc). Loading a saved game does not count. I've verified and no body thud or extra sounds are playing. 7 hours ago, TasAcri said: The very loud splash/gibbing sound is still active This is a bug! I just tested it. It only happens when the "SFX" addon is not loaded. I will fix it for the next version. For now, you can bring that addon back or try to patch the Base pk3 manually, like I think you've done. 7 hours ago, TasAcri said: I would also like to know if it's possible to achieve the strong, original light strobbing effect by modifying something in the .pk3. It is possible but it will affect other light changing effects making them look even more strong, and will make a mess. Like I said, it's a side effect of how I hacked it in. If you really want to modify it, open ZSCRIPT.ZBlends in the Base pk3 and fiddle around with the intensity variable in lines 31 to 42. 7 hours ago, TasAcri said: One last thing, the DOOM64 Retribution mod has one awesome sound feature that adds extra reverb in the maps, making it more atmospheric. Is there a chance something like this would be implemented? It's already there and enabled by default, just not in the options menu. 1 Quote Share this post Link to post
TasAcri Posted March 3, 2022 1 hour ago, molecicco said: It is possible but it will affect other light changing effects making them look even more strong, and will make a mess. Like I said, it's a side effect of how I hacked it in. If you really want to modify it, open ZSCRIPT.ZBlends in the Base pk3 and fiddle around with the intensity variable in lines 31 to 42. Thanks, i'll experiment then. 1 hour ago, molecicco said: It's already there and enabled by default, just not in the options menu. Is there a way to access it and modify it? I'd like to increase it's intensity a bit to make it on par with Retribution. Thanks for all the help! I'm trying to build the ultimate DOOM 64 experience. One with the visual accuracy of the remaster, the reload animations of CE/Retribution and the deep sound of Retribution. btw, the 3point filtering mod is great. Using it without any additional filtering in the texture options makes the game look almost identical to the remaster/original. 1 Quote Share this post Link to post
molecicco Posted March 4, 2022 8 hours ago, TasAcri said: Is there a way to access it and modify it? I'd like to increase it's intensity a bit to make it on par with Retribution. You can edit the reverbs.txt inside Doom64.CE.ipk3. I don't recall altering them, so I think they're exactly the same as Retribution (probably an omission from my side - I'll likely edit them on the next update to match the original game values). Quote Thanks for all the help! I'm trying to build the ultimate DOOM 64 experience. One with the visual accuracy of the remaster, the reload animations of CE/Retribution and the deep sound of Retribution. Happy to help :) 1 Quote Share this post Link to post
TasAcri Posted March 5, 2022 (edited) The sound reverb thing could just be a placebo after all. The reverbs.txt is the exact same as Retribution's. But Retribution does have an extra sound reverb option. Maybe that overrides this? Whatever it is, i can sense a small difference in some maps. I also managed to make the key flicker strobing light to look very close to the original... But you were right, that also affected other areas where there are flickering lights, making them too bright. So, i don't know how they did it in the Remaster. Edited March 5, 2022 by TasAcri 0 Quote Share this post Link to post
molecicco Posted March 5, 2022 7 hours ago, TasAcri said: The sound reverb thing could just be a placebo after all. The reverbs.txt is the exact same as Retribution's. But Retribution does have an extra sound reverb option. Maybe that overrides this? Whatever it is, i can sense a small difference in some maps. It's a placebo. I did not change that part from Retribution except removing that option from the menu while keeping it enabled by default. However, it's possible that in the next version I will replace this with more faithful (weaker) reverb values. 7 hours ago, TasAcri said: I also managed to make the key flicker strobing light to look very close to the original... But you were right, that also affected other areas where there are flickering lights, making them too bright. So, i don't know how they did it in the Remaster. Yeah, I think it will be impossible to balance them the way you want them to be. The way they work in this mod is not at all how they do in the original game but a "good enough" hack I came up with. Making it work like the original would require a massive amount of work to create new thinkers that handle new light effects, rewriting a lot of the mod's code, and the Retribution maps wouldn't be compatible anymore. It's technically possible, but I'm fine with the way it is right now. 2 Quote Share this post Link to post
TasAcri Posted March 6, 2022 (edited) 18 hours ago, molecicco said: It's a placebo. I did not change that part from Retribution except removing that option from the menu while keeping it enabled by default. However, it's possible that in the next version I will replace this with more faithful (weaker) reverb values. I'm playing through map 13: Dark Citadel and it sounds great. That map has some big indoor areas where reverb is turned to 11 and the echoes of the monsters screaming sound beautiful. That's what i remember from Retribution and it's definitely here as well. Which means i don't need Retribution anymore, though i will keep it for archival proposes. If you decide to weaken the reverb effects in the later versions (i wish you don't :P ) could you make it a sound option instead? Edited March 6, 2022 by TasAcri 0 Quote Share this post Link to post
ludicrous_peridot Posted March 8, 2022 On 1/23/2022 at 10:03 PM, styd051 said: I finished making the FALLEN EARTH campaign compatible with PSX DOOM CE Asking for a bit of advice: should I check moddb for @styd051's conversions, or should I instead check the Wads & Mods section for them? 0 Quote Share this post Link to post
styd051 Posted March 8, 2022 21 minutes ago, ludicrous_peridot said: Asking for a bit of advice: should I check moddb for @styd051's conversions, or should I instead check the Wads & Mods section for them? what do you mean exactly ? 0 Quote Share this post Link to post
ludicrous_peridot Posted March 8, 2022 Just now, styd051 said: what do you mean exactly ? Pardon for being vague - Fall of Triton and PSX reloaded are on ModDB, but later conversions like Fallen Earth or Lost levels - these I don't see on ModDB. So wondering if when it's done it's published to Moddb, or if I should instead check your threads in Doomworld's Wads & Mods Classic Doom section. 0 Quote Share this post Link to post
styd051 Posted March 8, 2022 (edited) 16 minutes ago, ludicrous_peridot said: Pardon for being vague - Fall of Triton and PSX reloaded are on ModDB, but later conversions like Fallen Earth or Lost levels - these I don't see on ModDB. So wondering if when it's done it's published to Moddb, or if I should instead check your threads in Doomworld's Wads & Mods Classic Doom section. for the campaign Fallen Earth I have completed them and now available on MODDB you must download version 1.0.2 to have the campaign Fallen Earth. for The Lost Level I haven't started them yet because I'm working on another project before starting it, and of course when it's finished it will be available on MODDB. Edited March 8, 2022 by styd051 0 Quote Share this post Link to post
Rudolph Posted March 13, 2022 (edited) I have a question: does Hardcore have its own skill definition? At first, I assumed it used the default Nightmare! setting minus the respawn property, but using SLADE to open DOOM64CE.ipk3, I only see the Doomslayer! skill definition and when I remove and replace it with the default Nightmare! skill definition, Hardcore! remains unchanged and the Doomslayer! still works as intended. Edited March 13, 2022 by Rudolph 0 Quote Share this post Link to post
molecicco Posted March 14, 2022 (edited) 7 hours ago, Rudolph said: I have a question: does Hardcore have its own skill definition? It does, but it is inside the pk3 named "Base". The mod's structure is a mess of layered stuff that overrides stuff in the ipk3, which is just Retribution. My initial concept was to keep Retribution unmodified, and have CE work as an add-on. Due to the large amount of changes I've implemented over time this is no longer the case, so look forward for the next version (ETA end of the month) because I'm restructuring everything so that it's consolidated into the ipk3. It will be much more transparent and easy to modify. On 3/8/2022 at 7:31 AM, styd051 said: for The Lost Level I haven't started them yet because I'm working on another project before starting it, and of course when it's finished it will be available on MODDB. Before doing this I recommend you wait for the next version (end of the month), because I am extracting the PS Lost Levels into their own auto-loading pk3. That way people who want just the original levels can remove the pk3 and no additional levels will be intertwined in the campaign. The main mod structure is also going to change heavily. Edited March 14, 2022 by molecicco 1 Quote Share this post Link to post
Rudolph Posted March 14, 2022 8 minutes ago, molecicco said: It does, but it is inside the pk3 named "Base". The mod's structure is a mess of layered stuff that overrides stuff in the ipk3, which is just Retribution. My initial concept was to keep Retribution unmodified, and have CE work as an add-on. Due to the large amount of changes I've implemented over time this is no longer the case, so look forward for the next version (ETA end of the month) because I'm restructuring everything so that it's consolidated into the ipk3. It will be much more transparent and easy to modify. Nice! Where in Base.pk3 is the file with the Hardcore skill definition located? 0 Quote Share this post Link to post
molecicco Posted March 14, 2022 3 minutes ago, Rudolph said: Nice! Where in Base.pk3 is the file with the Hardcore skill definition located? It should be inside mapinfo/skills.txt, I think I named it "hardplus". 1 Quote Share this post Link to post
Rudolph Posted March 14, 2022 Man, it feels so great to be able to play The Lost Levels with GZDoom's cosmetic and quality-of-life improvements. I am also impressed that you have been able to find a way to port them without discouraging players from supporting the official release. I understand it is essentially the same trick that Doom 64 EX used to stay out of legal trouble, but still, great work! I do not know if Nevander's planned Retribution episode is going to happen, but for the time being, we have plenty of Doom 64 mapsets to play with! 2 Quote Share this post Link to post
TasAcri Posted March 14, 2022 (edited) I noticed there is a level select feature in "Features". I assume this unlocks levels as you discover them? However, i finished the whole Absolution campaign but the level select only shows the last half of the maps and the first level. The first half of the maps are still locked. I also noticed the information for this is stored in the gzdoom.ini. But i can't figure out what i need to edit in order to unlock all levels. I changed all the level states from "0" to "1" but this doesn't work. Edited March 14, 2022 by TasAcri 0 Quote Share this post Link to post
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