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0000484: [GZDoom 2.4.0] Player name cannot change in player setup menu
The player name in the player setup menu doesn't change. After leaving the menu and returning to it, the name will be returned to what it was previously.
Write a name in the player setup menu and hit Enter.
It should work fine with 3.0.1, although the menus will be wrong and you will be missing options. The MENUDEF lump needs to be updated for 3.0.0 onwards.
Hello everyone! I am here, with the permission of Nevander, to give you a discord link for this project. There you can report bugs and get news updates, or just get a Zandronum party going for the game.
EDIT: (If anyone is wondering, the reason you may wanna post bugs on the Discord is if you have a ban on ZDoom forums or if the forums are down, etc. But other than that, please report them here, on Nevander's thread.)
Last edited by SoulCircle on Sun May 07, 2017 5:45 pm, edited 1 time in total.
People were saying things about weapon speed switch, so here. A patch that slows weapon switching (it also flips the chainsaw-fist order, and removes the no weapon switch on the chainsaw since I built it in to a previous patch.) EDIT: Also dims the red berserk flash upon pickup to .25 intensity to make it a bit less blinding. It was slightly hurting my eyes. https://drive.google.com/open?id=0B54Px ... EVmLXdSV1k
Making these patches is a nice intro to decorate at least, can't really be sure if people are using them though.
Last edited by isaacpop23 on Sun May 07, 2017 10:01 am, edited 1 time in total.
The best thing about patches like that is it allows those who want me to change things that I personally don't want to change in my mod to change for themselves. Really at the start of the entire project the point for me was to make a version of Doom 64 that I enjoy playing and that is more in line with the original game. Something that I can play and feel like I am playing the original game but with these such improvements. Perhaps using the terms faithful and accurate was a mistake from the beginning, but at the same time even with what minor enhancements I've made it still IS faithful and accurate to a degree, so it's on both sides of the spectrum.
Could not agree more nevander... And to be honest the changes you have made are only there as improvements and even then most are toggleable! I'm just going to say it. This is THE DooM64 mod. I certainly shan't be using/playing any of the other ones again. There's just so much room for possible personal customisation with this. new maps, monsters add-on's etc and dispite all that it is still the most faithful easily accessible version out there. Imo anyhow. You should be very proud of what you achieved here. 20 years waiting and the wait was very worth it. Sorry to gush but i cant get enough of this mod. Best release of 2017 by far...
Version 1.3 of the mod is now available. The new episode is not ready yet unfortunately, still plenty left to do but here's a bunch of fixes and additions leading up to it. The Retribution episode will be the 1.4 update.
NOTE: If you use the D64MUS.PK3 file instead of FluidSynth you will need to download the new version of the OGG pack due to the MIDI lump names being changed to allow for externalization.
Version 1.3 (5/22/17) [current] GENERAL:
- Externalized music into LANGUAGE strings so individual maps can have their music changed independently, this means that any music packs will need to have new names to reflect the new MIDI names in the main WAD
- Added an option to always or never show map names upon map load (option in Doom 64 Features Menu)
- Added TEXTCOLO lump to fix wrong red colors from BIGFONT generated text (ZDoom menu titles, HUD, etc.)
- Added standard player death sound replacement for the higher pitched and rarer death sound (DSPDIEHI)
- Fixed incorrect Doom II gib sprites if player was gibbed by being crushed
- Player gravity increased from 0.6 to 0.7 to feel closer to Doom 64's gravity
- Player speeds increased from 0.65 (walking) and 0.85 (running) to 0.7 (walking) and 0.9 (running)
- Armor HUD label position in standard Doom 64 HUD adjusted to be more centered above armor value
- Map arrow for player in automap is now a triangle instead of the normal classic Doom arrow
- Radiation shielding suit now counts as an item towards item percentage
- Barrel explosion sprites with the barrel are no longer fullbright
- Barrel explosion radius increased from 128 to 136 (16 more to total diameter)
- Rocket explosion radius increased from 128 to 136 (16 more to total diameter)
- Fixed an issue where hitscan enemies would not have dynamic lights when firing
- Adjusted the dynamic light behavior of weapon firing to look better and flicker more
- Adjusted dynamic lights of Demon Keys so the light comes from the center of the sprite and adjusted the pulse interval and sizes so that they better match with the size and animation of the sprites
- Rocket dynamic lights are now red to match the rocket projectile and Rocket Launcher flash as well as being adjusted to appear to come from the back end of the rocket sprite
- Chainsaw will now auto switch when picked up if the player has switch on pickup turned on
- Increased radius of Hell Knight and Baron of Hell from 24 to 26
- Hell Knight and Baron of Hell will now infight with each other
- Chaingun will now only play the fire sound once if there isn't enough ammo to fire two bullets
- Adjusted the attenuation of the BFG projectile explosion so it can be heard from farther away
- Unmaker will now switch away automatically if you reach 0 ammo and don't hold the fire button
- Adjusted gravity of extra blood so it doesn't instantly fall to the floor
- Adjusted offsets for teleport fog to be a bit higher off the ground
- Adjusted offsets for Pain Elemental death animation to look more fluid MAPS:
- The Story so Far: Fixed a minor issue which could cause the music to play for one tic if the always skip intro CVAR was enabled and sound backend was set to OpenAL
- Finale Text Screen: Adjusted timings so THE END line appears after a longer delay like the original
- MAP04 Holding Area: First Hell Knight in hallways will now spawn when taking platform Chaingun outside
- MAP04 Holding Area: Fixed an issue where it was possible to break the switch sequence if fast enough
- MAP04 Holding Area: Improved code for solving puzzle, switches now behave like the original
- MAP07 Research Lab: Stimpacks in slime tunnel moved onto side edges as to not be in the nukage
- MAP14 Eye of the Storm: Lightning and thunder effect is now less aggressive like the others
- MAP17 Watch Your Step: Sergeants in the elevator hallway will now fade in instead of teleport
- MAP22 Burnt Offerings: Adjusted the timings of the Soulsphere secret to be closer to the original
- MAP22 Burnt Offerings: Recoded and fixed the Hell Knight pillar room to behave like the original
- MAP22 Burnt Offerings: Improved coop compatibility of the red key wall trap and fixed an issue which could cause the red key wall trap walls to sink into the floor or stay lowered, will now kill anything in the way
- MAP24 No Escape: Opening the doors at the start will no longer be extremely loud
- MAP24 No Escape: Mancubi will now fade in after taking Soulsphere instead of teleport
- MAP28 The Absolution: Mother Demon will now fade in when starting the final fight instead of teleport
- MAP29 Outpost Omega: Added switch height check flag to switch beside green armor (can still item grab though)
- MAP30 The Lair: Fixed an issue where the player could get stuck under the two side switches that lower outside
- MAP31 In the Void: Fixed a sightline where the map geometry could start to disappear on the way to blue key
- MAP34 Test Facility: Hologram Zombiemen in weapon range will now appear when spawning instead of teleport
- MAP34 Test Facility: Added glass ceiling windows to the props room above torches
- MAP34 Test Facility: You will now always get 100% on all stats when exiting the map
- Textures in various areas of various maps cleaned up and properly aligned
- Code for fading in things removed from all individual maps (sans MAP34) and made into a universal library
- All maps now utilize reverbs and can be disabled through the features menu (mid-map changes require game restart)
- All map exits now freeze the game world when the screen blends like the original
- Removed useless empty DIALOGUE lumps from each group of map lumps
Nevander wrote:Version 1.3 of the mod is now available. The new episode is not ready yet unfortunately, still plenty left to do but here's a bunch of fixes and additions leading up to it. The Retribution episode will be the 1.4 update.
NOTE: If you use the D64MUS.PK3 file instead of FluidSynth you will need to download the new version of the OGG pack due to the MIDI lump names being changed to allow for externalization.
Version 1.3 (5/22/17) [current] GENERAL:
- Externalized music into LANGUAGE strings so individual maps can have their music changed independently, this means that any music packs will need to have new names to reflect the new MIDI names in the main WAD
- Added an option to always or never show map names upon map load (option in Doom 64 Features Menu)
- Added TEXTCOLO lump to fix wrong red colors from BIGFONT generated text (ZDoom menu titles, HUD, etc.)
- Added standard player death sound replacement for the higher pitched and rarer death sound (DSPDIEHI)
- Fixed incorrect Doom II gib sprites if player was gibbed by being crushed
- Player gravity increased from 0.6 to 0.7 to feel closer to Doom 64's gravity
- Player speeds increased from 0.65 (walking) and 0.85 (running) to 0.7 (walking) and 0.9 (running)
- Armor HUD label position in standard Doom 64 HUD adjusted to be more centered above armor value
- Map arrow for player in automap is now a triangle instead of the normal classic Doom arrow
- Radiation shielding suit now counts as an item towards item percentage
- Barrel explosion sprites with the barrel are no longer fullbright
- Barrel explosion radius increased from 128 to 136 (16 more to total diameter)
- Rocket explosion radius increased from 128 to 136 (16 more to total diameter)
- Fixed an issue where hitscan enemies would not have dynamic lights when firing
- Adjusted the dynamic light behavior of weapon firing to look better and flicker more
- Adjusted dynamic lights of Demon Keys so the light comes from the center of the sprite and adjusted the pulse interval and sizes so that they better match with the size and animation of the sprites
- Rocket dynamic lights are now red to match the rocket projectile and Rocket Launcher flash as well as being adjusted to appear to come from the back end of the rocket sprite
- Chainsaw will now auto switch when picked up if the player has switch on pickup turned on
- Increased radius of Hell Knight and Baron of Hell from 24 to 26
- Hell Knight and Baron of Hell will now infight with each other
- Chaingun will now only play the fire sound once if there isn't enough ammo to fire two bullets
- Adjusted the attenuation of the BFG projectile explosion so it can be heard from farther away
- Unmaker will now switch away automatically if you reach 0 ammo and don't hold the fire button
- Adjusted gravity of extra blood so it doesn't instantly fall to the floor
- Adjusted offsets for teleport fog to be a bit higher off the ground
- Adjusted offsets for Pain Elemental death animation to look more fluid MAPS:
- The Story so Far: Fixed a minor issue which could cause the music to play for one tic if the always skip intro CVAR was enabled and sound backend was set to OpenAL
- Finale Text Screen: Adjusted timings so THE END line appears after a longer delay like the original
- MAP04 Holding Area: First Hell Knight in hallways will now spawn when taking platform Chaingun outside
- MAP04 Holding Area: Fixed an issue where it was possible to break the switch sequence if fast enough
- MAP04 Holding Area: Improved code for solving puzzle, switches now behave like the original
- MAP07 Research Lab: Stimpacks in slime tunnel moved onto side edges as to not be in the nukage
- MAP14 Eye of the Storm: Lightning and thunder effect is now less aggressive like the others
- MAP17 Watch Your Step: Sergeants in the elevator hallway will now fade in instead of teleport
- MAP22 Burnt Offerings: Adjusted the timings of the Soulsphere secret to be closer to the original
- MAP22 Burnt Offerings: Recoded and fixed the Hell Knight pillar room to behave like the original
- MAP22 Burnt Offerings: Improved coop compatibility of the red key wall trap and fixed an issue which could cause the red key wall trap walls to sink into the floor or stay lowered, will now kill anything in the way
- MAP24 No Escape: Opening the doors at the start will no longer be extremely loud
- MAP24 No Escape: Mancubi will now fade in after taking Soulsphere instead of teleport
- MAP28 The Absolution: Mother Demon will now fade in when starting the final fight instead of teleport
- MAP29 Outpost Omega: Added switch height check flag to switch beside green armor (can still item grab though)
- MAP30 The Lair: Fixed an issue where the player could get stuck under the two side switches that lower outside
- MAP31 In the Void: Fixed a sightline where the map geometry could start to disappear on the way to blue key
- MAP34 Test Facility: Hologram Zombiemen in weapon range will now appear when spawning instead of teleport
- MAP34 Test Facility: Added glass ceiling windows to the props room above torches
- MAP34 Test Facility: You will now always get 100% on all stats when exiting the map
- Textures in various areas of various maps cleaned up and properly aligned
- Code for fading in things removed from all individual maps (sans MAP34) and made into a universal library
- All maps now utilize reverbs and can be disabled through the features menu (mid-map changes require game restart)
- All map exits now freeze the game world when the screen blends like the original
- Removed useless empty DIALOGUE lumps from each group of map lumps
this keep getting better & better. fun little fact bout me. Doom 64 was the 1st Doom game i had ever played when i was growing up, so i do love it when i see the game being brought to PC via mods and such. it's like revisiting my childhood for sure
Since I am not satisfied with the Doomslayer! difficulty setting, I have been experimenting with MAPINFO editing in order to turn it into a more survival-oriented mode. Instead of replacing enemies with their stronger counterpart and increasing damage, it now makes ammo and health scarcer and also replace Spectres with Stealth Demons. I would also like to replace Imps with their nightmare counterpart, but as you told me before, it cannot be done.
However, one thing I have yet to figure out is how to change the name of the difficulty mode itself. I tried changing the names in MAPINFO, to no avail.