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Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.

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Postby Charles_Ingalls » Fri Dec 14, 2012 8:57 pm

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Re: DOOM64 MOD (for ZDOOM / SKULLTAG / ZANDRONUM)

Postby Tapwave » Sat Dec 15, 2012 3:28 am

So you basically spliced the DOOM 64 EX files and adapted them for ZDOOM usage?
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Postby Charles_Ingalls » Sat Dec 15, 2012 6:37 am

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Postby Charles_Ingalls » Sat Dec 15, 2012 6:41 am

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Postby Charles_Ingalls » Sat Dec 15, 2012 7:26 am

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Postby Charles_Ingalls » Sat Dec 15, 2012 7:31 am

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Re: DOOM64 MOD (for ZDOOM / SKULLTAG / ZANDRONUM)

Postby Average » Sat Dec 15, 2012 7:32 am

I think this is a great step towards another flavour of Doom64. After Footman stopped working on his stuff I feared that this idea was dead. Good to see some work has been done. It's a great foundation and it's nice to be able to use D64 stuff with Obhack and have lots of random D64 levels at last!
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Postby Charles_Ingalls » Sat Dec 15, 2012 7:56 am

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Postby Charles_Ingalls » Sat Dec 15, 2012 8:15 am

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Re: DOOM64 MOD (for ZDOOM / SKULLTAG / ZANDRONUM)

Postby scalliano » Sat Dec 15, 2012 8:41 am

This is great to see. From what I've checked out so far there's still a way to go in terms of making the maps fully compatible, but you've done a great job already. I might even start tinkering with this myself as an aside.

@Average: Most of Footman's detractors are no longer on the boards, thankfully. Given that this is a conversion of Absolution rather than D64EX the two should coexist peacefully. I hope :P
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Postby Charles_Ingalls » Sat Dec 15, 2012 9:44 am

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Postby Charles_Ingalls » Sat Dec 15, 2012 10:01 am

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Re: DOOM64 MOD (for ZDOOM / SKULLTAG / ZANDRONUM)

Postby Blue Shadow » Sat Dec 15, 2012 10:16 am

Just as an FYI: Though it's not being actively worked on, ZDoom has a Doom 64 branch that will support the original game and its levels.
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Re: DOOM64 MOD (for ZDOOM / SKULLTAG / ZANDRONUM)

Postby gerolf » Sat Dec 15, 2012 10:58 am

I see you've put a lot of work into this, but I noticed some of the PC Doom graphics are still there, which looks rather strange with Doom 64 graphics. Also, I think that you should've used the Doom 64 palette for this, everything looks grainy (yet it does have a feel to its own like this).

Blue Shadow wrote:Just as an FYI: Though it's not being actively worked on, ZDoom has a Doom 64 branch that will support the original game and its levels.

Why is it not being actively worked on? If ZDoom supports all the games running on the Doom engine, then we should be able to play Doom 64 as well. It just makes no sense at all for it to not be worked on. I understand that the creators of ZDoom have lives, but still, why would they not want to finish getting a stable ZDoom compatible Doom 64?
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Re: DOOM64 MOD (for ZDOOM / SKULLTAG / ZANDRONUM)

Postby wildweasel » Sat Dec 15, 2012 11:24 am

gerolf wrote:I see you've put a lot of work into this, but I noticed some of the PC Doom graphics are still there, which looks rather strange with Doom 64 graphics. Also, I think that you should've used the Doom 64 palette for this, everything looks grainy (yet it does have a feel to its own like this).

Doom 64, it should be pointed out, does not have a "palette" - every individual graphic seems to have its own palette. Therefore, it does end up looking pretty terrible in software rendering.
Why is it not being actively worked on? If ZDoom supports all the games running on the Doom engine, then we should be able to play Doom 64 as well. It just makes no sense at all for it to not be worked on. I understand that the creators of ZDoom have lives, but still, why would they not want to finish getting a stable ZDoom compatible Doom 64?

It's not nearly as easy as it sounds. I'm sure Blzut3 has more in-depth reasoning as to why, but know that it's not "just that simple."
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