Doom 64 Stuff (Update. 10/1/2010)

For in-development or completed ZDoom projects
Forum rules
Got a cool project idea but nothing else? This forum is NOT for you! Put it in this thread instead!
Please read the full rules for more details.

Re: Doom 64 Stuff

Postby scalliano » Sun Jan 31, 2010 8:43 am

GZDoom and D64 ...

I think I'm gonna faint!
User avatar
scalliano
FABRICATI DIEM, PVNC
 
Joined: 21 Jun 2005
Location: Ireland

Re: Doom 64 Stuff

Postby Davidos » Sun Jan 31, 2010 11:47 am

Ya can say anythin' ya want, but this feels alot better than that crap 'Doomsday' gave us.


Naw, it isn't bad, but I just hate the doomsday engine with a firey passion for screwing up my vista 64 bit laptop.
User avatar
Davidos
The one and only D-ellsing Marine
 
Joined: 29 Aug 2005

Re: Doom 64 Stuff

Postby Footman » Sun Jan 31, 2010 5:40 pm

Whoa, Chris, your stuff is severely outdated. This mod uses some DECORATE functions that aren't supported by older versions.
I'd suggest updating ASAP.
User avatar
Footman
 
Joined: 15 Jul 2003

Re: Doom 64 Stuff

Postby Davidos » Mon Feb 01, 2010 3:22 am

Footman wrote:... severely outdated... ... aren't supported by older versions...



Lolwutt?
User avatar
Davidos
The one and only D-ellsing Marine
 
Joined: 29 Aug 2005

Re: Doom 64 Stuff

Postby Gez » Mon Feb 01, 2010 3:26 am

It would make sense that new features aren't supported by builds older than the features in question, wouldn't it?
Gez
 
Joined: 06 Jul 2007

Re: Doom 64 Stuff

Postby Chris Neilson » Mon Feb 01, 2010 12:08 pm

I use skulltag 98a, play on doom64 work fine and reloading crash when i exit game and reload goto crash.
User avatar
Chris Neilson
 
Joined: 25 Sep 2007

Re: Doom 64 Stuff

Postby PlayerLin » Tue Feb 02, 2010 6:03 am

Footman wrote:
Chris Neilson wrote:I get error:
http://img402.imageshack.us/img402/6634/gzdoom64.png
I use Gzdoom when loading goto error. on decorate actor are missing or not found.
help plz

D64STMons.pk3 is for use with Skulltag only. Not GZDoom.


Also, his GZDoom is TOO OLD.
It's 1.0.24 on 2.5 years ago... current official version is 1.4.3.

I don't think this mod works without any problems on the old GZDoom. :p
BTW, D64STMons.PK3 & 64testST.wad shouldn't load when running with GZDoom, they're ST only.

EDIT : Try run this mod with ST 98a and the latest 98b branch SVN(r2645), both works fine. (Except some warnings messages on r2645.)
PlayerLin
 
Joined: 11 Nov 2007
Location: XinZhuang, XinBei/New Taipei City(Former Taipei County), Taiwan.

Re: Doom 64 Stuff

Postby Chris Neilson » Tue Feb 02, 2010 7:51 am

PlayerLin wrote:Also, his GZDoom is TOO OLD.
It's 1.0.24 on 2.5 years ago... current official version is 1.4.3.

I don't think this mod works without any problems on the old GZDoom. :p
BTW, D64STMons.PK3 & 64testST.wad shouldn't load when running with GZDoom, they're ST only.

EDIT : Try run this mod with ST 98a and the latest 98b branch SVN(r2645), both works fine. (Except some warnings messages on r2645.)

Yes

Spoiler:
User avatar
Chris Neilson
 
Joined: 25 Sep 2007

Re: Doom 64 Stuff

Postby Davidos » Tue Feb 02, 2010 4:34 pm

This might be a stupid question but, are those levels from the original D64 version? Can't remember any of them...

Does the unmaker actually work the way it did on D64? I didn't get a chance to use it.
User avatar
Davidos
The one and only D-ellsing Marine
 
Joined: 29 Aug 2005

Re: Doom 64 Stuff

Postby Footman » Tue Feb 02, 2010 4:54 pm

Davidos wrote:This might be a stupid question but, are those levels from the original D64 version? Can't remember any of them...

Does the unmaker actually work the way it did on D64? I didn't get a chance to use it.

What, the levels in the texture pack? No I made those from scratch as some examples for the pack.

The Unmaker works as it does in the Doom 64 TC. I'm still a novice at DECORATE and I don't know how to render the lasers seen in the original game.
User avatar
Footman
 
Joined: 15 Jul 2003

Re: Doom 64 Stuff

Postby Xaser » Tue Feb 02, 2010 5:09 pm

Unfortunately, ZDoom doesn't support any such feature that would allow you to make such beams unless you want to try and get really hacky with models in GZDoom (and even then I don't think they'd be able to take pitch into account... would they?).
User avatar
Xaser
secretly a supercomputer being a government
 
Joined: 20 Jul 2003
Location: .plɹoʍɹǝʌǝu.

Re: Doom 64 Stuff

Postby Enjay » Tue Feb 02, 2010 5:16 pm

Xaser wrote: (and even then I don't think they'd be able to take pitch into account... would they?).

They do if you use "PITCHFROMMOMENTUM" in MODELDEF. :)
User avatar
Enjay
The Force is strong with this one.
 
Joined: 15 Jul 2003
Location: Scotland

Re: Doom 64 Stuff

Postby Xaser » Tue Feb 02, 2010 11:35 pm

Well, damn! Shows how much I know... very handy feature, that. :)
User avatar
Xaser
secretly a supercomputer being a government
 
Joined: 20 Jul 2003
Location: .plɹoʍɹǝʌǝu.

Re: Doom 64 Stuff

Postby Davidos » Wed Feb 03, 2010 1:01 pm

I don't suppose you couldn't just use rails to mimic the effect on later levels...
Kind of hack up the auto-aim effect to make it focus on single enemies...
I only remember it shooting three lasers sometimes after having used it alot or whatever, it's been ages since I touched my Nintendo 64.

Don't suppose ya could mimic this effect with red transparent laser sprites with a wide variety of angles XD
User avatar
Davidos
The one and only D-ellsing Marine
 
Joined: 29 Aug 2005

Re: Doom 64 Stuff

Postby Footman » Wed Feb 03, 2010 4:06 pm

Davidos wrote:I don't suppose you couldn't just use rails to mimic the effect on later levels...
Kind of hack up the auto-aim effect to make it focus on single enemies...
I only remember it shooting three lasers sometimes after having used it alot or whatever, it's been ages since I touched my Nintendo 64.

Don't suppose ya could mimic this effect with red transparent laser sprites with a wide variety of angles XD

When in doubt, pester Kaiser. :P
He's worked on Doom 64 EX, which was a great help in ensuring things were as accurate as possible.

Don't quote me on this, but I think the lasers in the N64 game are flat 3D models. As in they only have width and length, no height. I'm not 100% sure.
User avatar
Footman
 
Joined: 15 Jul 2003

PreviousNext

Return to Projects

Who is online

Users browsing this forum: Google [Bot], skyrish10, TTK_86, Yahoo [Bot] and 8 guests