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Doom 64 Reloaded for the Doom 64 Remaster (Steam, GOG, Epic Games, Bethesda.net, Game Pass)


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Here's an example of said 'structural detail'
Here in The Lair there are now two plinths with statues. And an inverted cross. This sort of thing requires making quite a lot of the linedefs 'No Occlusion' Which doesn't cause an issue because of the high processing power of modern system. On the N64, using it to this extent would have most likely caused issues.

https://www.youtube.com/watch?v=4FeNmunJWVI

 

Edited by AtomicFrog

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Reloaded has now been updated with a Spanish Translation thanks to Jetx and Immorpher. 
With a few new additions by myself.
More to follow Im sure.

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I'm a bit confused about how to use this. I tried following the directions but I'm not used to using things like bat files and stuff. I followed directions best I could and the game runs but I can't tell if it's the remaster or just the standard Doom 64. 

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3 hours ago, Rex705 said:

I'm a bit confused about how to use this. I tried following the directions but I'm not used to using things like bat files and stuff. I followed directions best I could and the game runs but I can't tell if it's the remaster or just the standard Doom 64. 


You should notice a big change in the levels. The intro should start out with a spaceship scene. Typically double-clicking the "#RUN.bat" should work, otherwise you can right click on it an go to "Run as administrator" to get it going. Also which store did you get Doom 64 from (which may make a difference)?

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Nice enough but didn't care for the Hectic rework. Also not a fan of how seemingly every crusher is... instadeath now... just took a death in Outpost Omega that would've been totally harmless in vanilla and quit the game there and then. I'll hop back in later but... nyehhh.

Edited by ᵖᵃᵖᵃʸᵃ

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13 hours ago, Immorpher said:


You should notice a big change in the levels. The intro should start out with a spaceship scene. Typically double-clicking the "#RUN.bat" should work, otherwise you can right click on it an go to "Run as administrator" to get it going. Also which store did you get Doom 64 from (which may make a difference)?

Yeah, I didn't see a spaceship scene. I got it from Steam. I run the bats and they say they did the thing but when I run the game it is just normal Doom 64.

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13 minutes ago, Rex705 said:

Yeah, I didn't see a spaceship scene. I got it from Steam. I run the bats and they say they did the thing but when I run the game it is just normal Doom 64.


Ohh, so it wont permanently install over Doom 64. So you need to use the "#RUN.bat" each time you want to play. Once you run that bat file, look around for any windows from steam that might have popped up in the background. When you find the window click "ok" and it should get Doom 64 Reloaded going.

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4 hours ago, Immorpher said:


Ohh, so it wont permanently install over Doom 64. So you need to use the "#RUN.bat" each time you want to play. Once you run that bat file, look around for any windows from steam that might have popped up in the background. When you find the window click "ok" and it should get Doom 64 Reloaded going.

Ahh ok sweet I got it working now. I was also trying to use ZDL so that just made things more complex and confusing. Much easier to turn Steam on - run bat - click popup - play!

 

Now if only this had PBR textures lol.

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The instant death crushers can be a pain. I noticed at the very start of the game it says Reloaded text 08 instead of the mission briefing.

Edited by Rex705

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4 hours ago, Rex705 said:

The instant death crushers can be a pain. I noticed at the very start of the game it says Reloaded text 08 instead of the mission briefing.

Noticed that too.

 

Speaking of which- I made it to MAP25:Spawned Fear, got to the blue skull key room, shot the first symbol out of muscle memory and died because of course I did... and got sent back 8 levels. I'm not even mad at this point, that's frankly hilarious xD

Edited by ᵖᵃᵖᵃʸᵃ

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6 hours ago, Rex705 said:

The instant death crushers can be a pain. I noticed at the very start of the game it says Reloaded text 08 instead of the mission briefing.


Huh the KPF patching might not be working as we intended. If others experience this let me know!

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3 hours ago, ᵖᵃᵖᵃʸᵃ said:

Noticed that too.

 

Speaking of which- I made it to MAP25:Spawned Fear, got to the blue skull key room, shot the first symbol out of muscle memory and died because of course I did... and got sent back 8 levels. I'm not even mad at this point, that's frankly hilarious xD

Those 5 switches have plates over them... so they can not be shot until you hit the switch at the top of the stairs and get barred in.
If you look at those switches before raising the plates... you will note that one of the plates 'the middle one' has a different texture.
Indicating that this is the correct switch.
That texture is a pentagram.. which is plastered all over the previous couple of rooms... as an extra clue to it's importance.
There are several such parts of the game that if you just conclude that it works as it did in the original... the results may be... unexpected.
Dart traps are now something that are actually pretty deadly... as before they were just a bit of a nuisance.
Good example being found in the same map. In the original.. it fired less darts... and you could simply wait for a few seconds for it to stop... and then cross the room to the open door... making it pretty much pointless being there.
Crushers are instant death, but edited where needed to make them much easier to avoid.
Good example being in Terror Former.... it's a lot easier to avoid those crushers than in the original.. because of the alcoves added. Yet the tension is raised because of the instant death.
Not going to be to everyone's liking, especially if they are expecting a simple reskin of the original game with little else changed.
There are certain parts that in the original, the player could easily tank their way through with enough health and armour, which itself was easy to obtain. Not so much in this version.
There's actually a few things in the game I made easier than the original, coz they felt a bit unfair.

Edited by AtomicFrog

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7 hours ago, Rex705 said:

The instant death crushers can be a pain. I noticed at the very start of the game it says Reloaded text 08 instead of the mission briefing.

Incorrect text will be due to the fact you didnt run the bat file to install all the new stuff.

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5 hours ago, AtomicFrog said:

Those 5 switches have plates over them... so they can not be shot until you hit the switch at the top of the stairs and get barred in.
If you look at those switches before raising the plates... you will note that one of the plates 'the middle one' has a different texture.
Indicating that this is the correct switch.
That texture is a pentagram.. which is plastered all over the previous couple of rooms... as an extra clue to it's importance.
There are several such parts of the game that if you just conclude that it works as it did in the original... the results may be... unexpected.
Dart traps are now something that are actually pretty deadly... as before they were just a bit of a nuisance.
Good example being found in the same map. In the original.. it fired less darts... and you could simply wait for a few seconds for it to stop... and then cross the room to the open door... making it pretty much pointless being there.
Crushers are instant death, but edited where needed to make them much easier to avoid.
Good example being in Terror Former.... it's a lot easier to avoid those crushers than in the original.. because of the alcoves added. Yet the tension is raised because of the instant death.
Not going to be to everyone's liking, especially if they are expecting a simple reskin of the original game with little else changed.
There are certain parts that in the original, the player could easily tank their way through with enough health and armour, which itself was easy to obtain. Not so much in this version.
There's actually a few things in the game I made easier than the original, coz they felt a bit unfair.

Lol! Sorry but the ridiculously small margin of error for crushers considering how scarce they are vs. the practical use for learning how to sort them in the midst of the breakneck pace of combat (or in my case, PREDICT them altogether) is completely bogus. You're just wasting the player's time by killing them because a stray pixel nudged one the wrong way. And with how weird and imprecise movement in this game can be sometimes, you'll find it's not a good idea.

 

And also, if you wanted to hint at the correct solution to a particular trap via signposting and force players to follow a visual cue, perhaps don't kill them out of pure spite? Because otherwise they could just as simply make their way back, quicksave on that particular spot, then do trial-and-error until they get the right answer to the puzzle and memorize it, effectively trivializing it for any future playthroughs. And where would the 'challenge' reside then?

 

Punishing the player with such severity on moments that were once perfectly survivable makes no sense, doesn't teach them anything, and only serves to add pointless frustration to an otherwise perfectly enjoyable experience. I'm not here to tell you how you oughta do your job. What I am saying is forcing the player to endure completely arbitrary BS in a game that's already filled to the brim with traps of a similar caliber ain't it. Especially when it's inconsistent like this and only SOME of them function exactly as they did in the original game, and some others just kill you on the spot.

Edited by ᵖᵃᵖᵃʸᵃ

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10 hours ago, ᵖᵃᵖᵃʸᵃ said:

Lol! Sorry but the ridiculously small margin of error for crushers considering how scarce they are vs. the practical use for learning how to sort them in the midst of the breakneck pace of combat (or in my case, PREDICT them altogether) is completely bogus. You're just wasting the player's time by killing them because a stray pixel nudged one the wrong way. And with how weird and imprecise movement in this game can be sometimes, you'll find it's not a good idea.

 

And also, if you wanted to hint at the correct solution to a particular trap via signposting and force players to follow a visual cue, perhaps don't kill them out of pure spite? Because otherwise they could just as simply make their way back, quicksave on that particular spot, then do trial-and-error until they get the right answer to the puzzle and memorize it, effectively trivializing it for any future playthroughs. And where would the 'challenge' reside then?

 

Punishing the player with such severity on moments that were once perfectly survivable makes no sense, doesn't teach them anything, and only serves to add pointless frustration to an otherwise perfectly enjoyable experience. I'm not here to tell you how you oughta do your job. What I am saying is forcing the player to endure completely arbitrary BS in a game that's already filled to the brim with traps of a similar caliber ain't it. Especially when it's inconsistent like this and only SOME of them function exactly as they did in the original game, and some others just kill you on the spot.

lol... I take it you dont like the changes? 
Fair doos... other people think they are great... so I'll put that down to a matter of taste.
Nothing in the game require 'pixel perfect' precision.. and there are no death traps the player has to navigate whilst engaging in combat.... until you get to 'The Catacombs' which you will absolutely despise lol 
As for mid level saves. All maps have been play tested so that they are reasonably challenging without the need to use this function... but only once you have learnt the map. That's the thing is some of these maps... they are not 'play it once/twice... complete it even though you messed up' Some are... you mess up... you die.  
Whilst you consider that 'BS' or 'Too Punishing' I regarded the originals to be to forgiving. With incorrect puzzle solving... just giving the player a slap on the wrist... dart traps that might as well not be there... and unrealistic crushers that dont instant kill.
How on earth... does Security Armour/Combat armour protect DoomGuy from being crushed? 


Here is a playthrough of The Catacombs as a good example. This is probably the harshest map in regards to handing you your ass on a plate until you learn it.
However... once that is done... it's not some supa doopa BS challenge to get through it without saving.
Certainly wont be your cuppa tea so best not aggravate yourself further.
If you don't like the differences that's fair enough. There's plenty more of the BS in other levels so just leave it be and play something else.

 

 

Edited by AtomicFrog

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3.36... The most deadly dart trap in Reloaded. That requires the most 'pixel perfect' movement.

 

 

Edited by AtomicFrog

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After watching Zoya destroy this level without the UnMaker I decided Id dumbed it down too much as so have made some changes.


Now there are far few rockets. So you will not be stocked with them when the hoard wave appears.
Also the Invincibility Sphere now dissloves after 7 seconds so can not be saved until the final battle.
These changes are not to make the level harder for the average player who was already reliant on the UnMaker to deal with the Cyber Trio and the Pain Elementals... but to force the 'good' player to use up Cells so they cant shread the Mother Demon.
Ive done a few 'play tests' with god mode on to make sure there is still plenty of ammo.
So once it's been play tested properly and anything that needs changing is done... there will be a 'hopefully' final update.

 

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Going back to this after dropping it at MAP22, started the whole thing over and had a good time. Beat the Mother Demon without touching the Unmaker but didn't record it. Still got some peeves with the traps though luckily the later maps don't abuse them as much, STILL found the darts and instadeath crushers annoying, and I wasn't a big fan of the changes to the visuals on the late game hell levels. All in all a pretty nice reimagination of the OG game with some caveats but definitely a much more enjoyable experience coming off a rough 1st time playthrough.

 

 

Edited by ᵖᵃᵖᵃʸᵃ

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  • 2 weeks later...

Is there a way in the remaster to load KPF files externally without having to edit the existing official KPFs (BNet.kpf/Doom64.kpf)? Without doing that, the only way to avoid it is to transfer map names and cluster texts to the MAPINFO lump inside of the wad file.

 

Also: It's intended that the level name of "Hectic" is actually replaced by one of the DM maps?

Edited by NightFright

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9 hours ago, NightFright said:

Is there a way in the remaster to load KPF files externally without having to edit the existing official KPFs (BNet.kpf/Doom64.kpf)? Without doing that, the only way to avoid it is to transfer map names and cluster texts to the MAPINFO lump inside of the wad file.

 

Also: It's intended that the level name of "Hectic" is actually replaced by one of the DM maps?

Hectic is the last map in the list... map 55. Im not sure what you mean by 'replaced'
At one point it was map 03... then I decided I wanted to get rid of the Demo Maps... so to do this I made a copy of map 33 and made it map 03.
After which I just placed Hectic as the last map in the wad or I would have had to renumber all the maps.
This means its at the back of the map list with the DM maps.
Its accessible from Staging Area or via the level select.
Might be due to conflicting files? Or having your game installed somewhere else.
Im sure Immorpher will have a better idea.
He has updated some stuff as other people have had issues.
https://www.dropbox.com/s/s5v3zjq012u4nd3/atomic_frog-doom_64_reloaded.zip?dl=1

Playing Reloaded without running the bat file can also cause some funny quirks.

 

 

Edited by AtomicFrog

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I was hoping to be done with this project but Ive found some other things that needed addressing.


1) Miss aligned textures. Mostly rock textures in No Escape. Ive corrected these.


2) Texture clue in Final Outpost for the switch that lowers the elevator in the room with water. As Ive seen a few new players get confused and dont realise you have to hit the switch and run back through the teleport.


3) In The Lair one of the cybers could be instantly killed by using the UnMaker to push him back whilst the wall around him is raising. Fixed.


4) In Watch Your Step the stairs have been widened so the pinkies can run up them. Also bars lower to stop the player running back to pick up the Invun and Mega whenever they want. These bars will only reopen when the cybers are dealt with. This means that the player can no longer deal with all the monsters from the corridor and will have to use the arena. And they can not engage the Cybers whilst being invulnerable

 

5) Slight edit to one of the rooms in Unholy Temple. So the monsters can climb the stairs and not bunch up at the bottom being useless ammo sponges.

All these changes are in this latest 'and hopefully final' version.
 

 

Edited by AtomicFrog

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On 10/17/2022 at 7:44 AM, ᵖᵃᵖᵃʸᵃ said:

Going back to this after dropping it at MAP22, started the whole thing over and had a good time. Beat the Mother Demon without touching the Unmaker but didn't record it. Still got some peeves with the traps though luckily the later maps don't abuse them as much, STILL found the darts and instadeath crushers annoying, and I wasn't a big fan of the changes to the visuals on the late game hell levels. All in all a pretty nice reimagination of the OG game with some caveats but definitely a much more enjoyable experience coming off a rough 1st time playthrough.

 

 

lol fair doos. There seems to be a colligation between how good/fast a player is and how much they dislike traps that make them slow down. 
And judging by your super quick playthrough of the Death Run I can understand why you dislike them. 
There's a Mega and Invun in Death Labs
And a SoulSphere and Mega Armour at the start of Tomb of Shadows.
You didn't need any of those. Which puts you in 'top tier' in my eyes.

Edited by AtomicFrog

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3 hours ago, AtomicFrog said:

Hectic is the last map in the list... map 55. Im not sure what you mean by 'replaced'
At one point it was map 03... then I decided I wanted to get rid of the Demo Maps... so to do this I made a copy of map 33 and made it map 03.
After which I just placed Hectic as the last map in the wad or I would have had to renumber all the maps.
This means its at the back of the map list with the DM maps.
Its accessible from Staging Area or via the level select.
Might be due to conflicting files? Or having your game installed somewhere else.
[...]

 

Nevermind, it was actually a mistake on my side while transferring the map name entries from the loca file to MAPINFO.

In case anybody wants it, I have attached my conversion. If you put it in your Reloaded wad, you can play without any KPF. There will be some (minor) downsides, e.g. no custom menu graphics and no localizations, but I think most of you will play this in English, anyway.

 

MAPINFO_Reloaded.zip

Edited by NightFright

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