Doom 64 is now available in
legal, DRM-free form and a mostly-accurate reverse-engineering is present as the old
Doom 64 EX source code. There's a great project for crowbarring the IWAD into compliance with GZDoom in the form of
Doom CE, but anything that reduces user friction and "completes the set" of supported PC Doom games would be brilliant.
Sadly, it doesn't look like this will happen via the official GZDoom development team -
Graf and Rachael have thoroughly [No]'d the subject citing legal issues surrounding reverse-engineering of closed-source games... that strangely haven't affected the continued support for Strife or Raze's versions of Blood and Powerslave, which are all in pretty much the exact same boat of being based off reverse-engineerings following the seemingly-permanent loss of source code to the ages. (Those fears in addition also seem relatively unfounded in regards to
stuff Zenimax
owns, as they tend to either stay their hand on or
actively support community matters - we're not talking GTA and its protective-to-the-point-of-vindictive rights holders here - but I digress...)
Rather, this thread is more of a request to third-parties who've meddled with the engine in one way or another to provide their own implementation, either as a pull request or (more likely) a specialized fork. Such support would provide new playgrounds for gameplay modders to explore and reinterpret (I'm sure Zik's already preparing to bring Hideous Destructor to those darkened corridors...) while also providing an additional highlight for Doom 64's nascent custom mapping community and the
magnificent things falling out of it.
I'm also aware that it's not just the flick of a switch though, and convincing GZDoom to interpret Doom 64's map format and macro script systems may well be more trouble than its worth, even with many equivalent features (gradient lighting, ACS etc.) already in the engine. I'd love to hear from engine experts whether such a thing is even
feasible within the engine's architecture - things that seem simpler than this are often just not plausible for a host of reasons, so it'd be understandable.
(I don't know where Feature Requests for forks/third parties go, please move to General or where-ever if it should be somewhere other than Feature Requests. Sorry for the hassle!)
Doom 64 is now available in [url=https://www.gog.com/en/game/doom_64]legal, DRM-free form[/url] and a mostly-accurate reverse-engineering is present as the old [url=https://github.com/svkaiser/Doom64EX]Doom 64 EX source code[/url]. There's a great project for crowbarring the IWAD into compliance with GZDoom in the form of [url=https://forum.zdoom.org/viewtopic.php?f=19&t=75439]Doom CE[/url], but anything that reduces user friction and "completes the set" of supported PC Doom games would be brilliant.
Sadly, it doesn't look like this will happen via the official GZDoom development team - [url=https://github.com/coelckers/gzdoom/issues/1646]Graf and Rachael have thoroughly [No]'d the subject[/url] citing legal issues surrounding reverse-engineering of closed-source games... that strangely haven't affected the continued support for Strife or Raze's versions of Blood and Powerslave, which are all in pretty much the exact same boat of being based off reverse-engineerings following the seemingly-permanent loss of source code to the ages. (Those fears in addition also seem relatively unfounded in regards to [url=https://openmw.org/en/]stuff[/url] Zenimax [url=https://www.dfworkshop.net/]owns[/url], as they tend to either stay their hand on or [url=https://store.steampowered.com/news/app/1812390/view/3326484488073970232]actively[/url] [url=https://www.gog.com/game/daggerfall_unity_gog_cut]support[/url] community matters - we're not talking GTA and its protective-to-the-point-of-vindictive rights holders here - but I digress...)
Rather, this thread is more of a request to third-parties who've meddled with the engine in one way or another to provide their own implementation, either as a pull request or (more likely) a specialized fork. Such support would provide new playgrounds for gameplay modders to explore and reinterpret (I'm sure Zik's already preparing to bring Hideous Destructor to those darkened corridors...) while also providing an additional highlight for Doom 64's nascent custom mapping community and the [url=https://www.doomworld.com/forum/topic/118930-the-unmaking-a-33-map-nightmare-for-doom-64-final-version-on-idgames/]magnificent things[/url] falling out of it.
I'm also aware that it's not just the flick of a switch though, and convincing GZDoom to interpret Doom 64's map format and macro script systems may well be more trouble than its worth, even with many equivalent features (gradient lighting, ACS etc.) already in the engine. I'd love to hear from engine experts whether such a thing is even [i]feasible[/i] within the engine's architecture - things that seem simpler than this are often just not plausible for a host of reasons, so it'd be understandable.
[size=85][i](I don't know where Feature Requests for forks/third parties go, please move to General or where-ever if it should be somewhere other than Feature Requests. Sorry for the hassle!)[/i][/size]