DOOM CE: PSX TC & D64 Retribution on steroids

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DOOM CE: PSX TC & D64 Retribution on steroids

Postby molecicco » Sat May 28, 2022 3:57 am

Despite this mod being over a year old, I've only felt content enough about it in the last few versions, so it's time I share it in these forums.

Download it here: https://www.moddb.com/mods/doom-ce
ImageImage

SUMMARY

This mod builds on the PSX DOOM Total Conversion and DOOM 64 Retribution, to take advantage of the latest GZDoom versions and adds many features that make them more faithful but were impossible to implement at their time of release. To achieve this, a large amount of the code has been adapted from GEC Master Edition (also known as DZDoom) into ZScript, while looking at the reverse engineered source code and existing source ports of these games for reference.

In addition to that, the mod is highly modular and also incluides many optional features that deviate from the original experience. Depending on your taste you can opt for going as faithful as vanilla as possible, or experiment and play with upscaled textures, PBR materials, flashy particle effects and other features that are common in other GZDoom "enhacement" mods.

Since it runs on the latest GZDoom (4.7.1 at the time of writing), that means that it is compatible with other mods. It's been tested with mods such as Corruption Cards, Project Brutality, QC:DE, Death Foretold, Embers of Armageddon, Guncaster, Trailblazer, GMOTA, Russian Overkill, Complex Doom, Legendoom Lite, Pandemonia, and many others (NOTE: Support is more limited in Doom 64 because some mods depend on Doom 2 textures and Doom 2's actor heights).



HIGHLIGHTS

  • PSX DOOM with software lighting that gets brighter the closer things are.
  • DOOM 64 with gradient and additive lighting. Can be enabled in PSX DOOM too to give it a different look.
  • Addons to restore the PSX DOOM aspect ratio and to play using the Nintendo 64's 3-Point filter.
  • Actor behavior is powered by ZScript to make it more accurate to the original.
  • PSX DOOM TC Lost Levels can be integrated into the regular episodes to provide the full PC level set.
  • Bonus episodes and maps for DOOM 64 from the Absolution TC era.
  • Customizable speeds: approximate them to the slower ticrate (30 tics/sec) of the originals or make them faster for a bigger challenge.
  • Option to restore Arch-Viles in PSX DOOM, Spider Masterminds in PSX FINAL DOOM and the Absolution TC exclusive monsters (Nightmare Cacodemon, Acid Demon, Stalker, etc) in DOOM 64.
  • The Red and Green Demon Keys exclusive to the Outcast Levels TC are included in that episode.
  • Choose to play with the dark ambient Console soundtrack, the action oriented Computer soundtrack, or both, in which action fades into ambient after the music finishes.
  • AI interpolated DOOM 64 animations and Smooth Doom adapted to PSX DOOM.
  • 2x AI upscaled textures.
  • PBR materials.
  • Brightmaps for sprites and textures.
  • Play with a fullscreen hud styled like DOOM 64 or the default GZDoom hud.
  • Ambient sounds for decorations (torches, barrels, etc).
  • Enemies and the player can produce footstep sounds.
  • Two new difficulties: Nightmare/Hardcore is UV with fast monsters and no respawns, and Ultra-Nightmare/Doomslayer comes from DOOM 64: Retribution where some monsters are replaced for harder variants.
  • Toggleable flashlight (press R) and quick melee attack (press F) for players used to more modern gameplay.
  • Integrates popular mods such as Nashgore, Weapon Wheel, Motion Blur and Universal Weapon Sway with slight tweaks to make them compatible.
  • Higher quality and more varied sound effects.
  • Many more miscellaneous small details.

FEATURE PRESETS

Like it was mentioned before, almost every feature is optional. The mod contains four feature presets: Faithful, Faithful Enhanced, Modern (Default) and Experimental.

When starting the mod for the first time, you will be prompted on what preset to use. They can be changed later by going into the Features Menu and choosing Choose Features Preset.

  • Faithful: Features will be set as faithful as possible to the original.
  • Faithful Enhanced: Some enhancements such as smooth animations, ambient sounds, gore and particles trails will be enabled, but gameplay will remain faithful to the original.
  • Modern (Default): More enhancements will be enabled, and some timings are better balanced for keyboard and mouse input. In PSX DOOM, this will apply DOOM 64-style gradient lighting and will add Arch-Viles and additional Masterminds to the original campaigns.
  • Experimental: Same as Modern, but with new visuals. Music style will change over time, and monsters will be slightly faster.

Comparison videos (a little outdated, but they give the idea):
Spoiler:


AUTO-LOADED ADDONS

There's two download flavors: Lite and Full.

Lite is just the base mod and brightmaps for those who don't want any additional features other than those built inside the mod.

Full is a massive >1.5GB download because it bundles several addon pk3s that get automatically loaded when starting the mod. Each can be safely deleted or moved to a different folder to skip auto-loading them if you prefer not using it.

  • Maps.LostLevels: Adds missing PC levels into the PSX DOOM campaign, and the 2020 bonus episode into DOOM 64.
  • BGM.Arranged: Higher quality recordings of the Computer soundtrack. If you remove this, you'll hear the unaltered MIDI files.
  • BGM.Extended: Extended, higher quality Console soundtrack by Aubrey Hodges. Some bonus tracks are also mapped to some maps when this is present.
  • GFX.Brightmaps: Brightmaps, textures that remain bright regardless of how dark the room is (like switches, monsters' eyes, etc.).
  • GFX.Decals: Higher quality decals. You may want to remove this to have more crispy, pixelated, vanilla-friendly decals.
  • GFX.Extra: Smoothened wall/floor animations, glowing floors, and liquids will produce splashes.
  • GFX.Parallax: Adds a 3D-like relief effect to liquids.
  • GFX.PBR: Changes how textures react to lighting. Gives a glossy or metallic effect to textures.
  • GFX.Upscale: 2x AI upscaled textures. The result was not always the best, so if you don't like it you can remove it.
  • SFX.HQ: Upscaled, higher quality sounds and adds some additional sounds to some monsters.

Some non-vanilla friendly screenshots:
Spoiler:


OPTIONAL ADDONS

It also includes two addons that don't get auto-loaded:

  • AspectRatio: applies the horizontally-stretched aspect ratio of the PlayStation versions.
  • 3PointFilter: applies the Nintendo 64's 3-Point filtering to textures.

Both can be used with any CE mod, which means you can play PSX DOOM with the 3-Point filter, or DOOM 64 with the squished aspect ratio.

Optional addon comparison screenshots:
Spoiler:


...and on top of that, there are several megawads that have been ported to work with this mod, should you want to play new levels:

  • Rumble Pak by Antnee, Koko Ricky, DMPhobos, SteelPH, hardcore_gamer, jdagenet, Kore, riderr3, RileyXY1, sector666, snapshot, TheAgaures and Yummy Pie, converted by me. It consists of a selection of maps released standalone and as part of Community Chest 64.
  • The UnMaking by scwiba, converted by me.
  • Beta64 by Antnee, converted by me.
  • Episode 1 for DOOM 64 (Knee Deep In The Dead) by Z0k, converted by me.
  • PlayStation DOOM Reloaded by RHG 45 and Yikesdude754, converted by styd051.
  • Fall of Triton by RHG 45, converted by styd051.
  • Plutiona 2 & PCRP by (various mappers), originally converted to the PSX TC by Cryo, converted to this mod by me.

Level pack screenshots:
Spoiler:


INSTALLATION

Check out the ModDB page for detailed instructions, but TL;DR: for PSX DOOM you need the DOOM 2 IWAD, and for DOOM 64 you need the Steam DOOM 64 remaster installed, and must run a patcher batch file that is included with the download.

DISCLAIMER

I am not associated with any of the authors of the Total Conversions or any other resource included in this package. All credit belongs to them! There is a credits menu where all the resources and their authors are listed. If you enjoy a specific feature that is not original to this mod, make sure to try out their individual, separate mods. While special care has been taken to be respectful to the original games, this mod does not aim for total accuracy. For that, please check out source ports such as PsyDoom or the official DOOM 64 remaster.

Last edited by molecicco on Sun May 29, 2022 1:24 am, edited 1 time in total.
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Re: DOOM CE: PSX TC & D64 Retribution on steroids

Postby RubyEyeShabranigdu » Sat May 28, 2022 4:55 pm

I love this MOD! I can't wait for the "GZDOOM 4.8.0 Edition"! (Of course after the GZDoom 4.8.0 official release! xD)
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Re: DOOM CE: PSX TC & D64 Retribution on steroids

Postby Casualfan » Sat May 28, 2022 5:02 pm

Glad to see this finally made it to the forums! I've been keeping an eye on this one for a while now, and personally I love how it revamps Doom 64! The updated visuals go really well with Doom 64's more colorful and atmospheric design.
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Re: DOOM CE: PSX TC & D64 Retribution on steroids

Postby molecicco » Sun May 29, 2022 12:55 am

Thanks! I'm glad people are digging Doom 64 since a lot of effort went into it (even if the implementation is hacky in some places).

There's two things I'd like to do when 4.8.0 comes out. First is to leverage the ScreenJob api to create proper mapinfo-defined intermissions and cast of characters instead of the current ACS-based approach. Second is to add alternate versions of the maps with baked lightmaps. I experimented with ZDRay for a bit and the results looked better than I expected. There was a problem though: 3d floors would flicker and sometimes disappear, so I'm not entirely sure if I'll be able to work on this when 4.8.0 launches.

I took a few screenshots of how it looks:
Spoiler:
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Re: DOOM CE: PSX TC & D64 Retribution on steroids

Postby RubyEyeShabranigdu » Sun May 29, 2022 10:11 am

Amazing screenshots!!!
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Re: DOOM CE: PSX TC & D64 Retribution on steroids

Postby Cheater87 » Mon May 30, 2022 2:54 pm

What will the new GzDoom have?
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Re: DOOM CE: PSX TC & D64 Retribution on steroids

Postby molecicco » Sun Jun 12, 2022 2:59 am

I've released version 3.2.0, which is compatible with GZDoom 4.8.0.

Highlights:

[*] (!) Fixed a bug where the random damage calculation was executed for the total damage, instead of per bullet.
[*] Remade the intermissions using GZDoom's 4.8.0 ScreenJob api, instead of using hacky ACS-based maps. The only exception are the DOOM 64 intro maps and the ending cast of character rolls.
[*] (Relevant only for modders) The "spawner" flag can now be activated on any Doom 64 thing and it will behave the same as the original when Thing_Spawn is called. Previously, I was using a special Thing (500) to simulate this behavior.

No lightmaps yet for obvious reasons. I'm waiting until they are officially released until I properly play around with them.
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Re: DOOM CE: PSX TC & D64 Retribution on steroids

Postby Talon1024 » Thu Jun 30, 2022 3:45 am

This is an amazing TC! I've been following its progress on ModDB since before the 2.0.0 release, and I must say this TC is truly impressive. I have a few questions and bugs to report:

First of all, I see the ipk3 contains the vanilla sprites. I believe GZDoom can load the sprites from the Doom 64 Steam rerelease IWAD just fine, so is it possible to delete the vanilla sprites from the ipk3? I understand you need to keep the recoloured sprites for the Nightmare Imp and the Absolution TC monsters (for now), as well as the smooth Doom 64 monster sprites.

Second, I think the only Doom 64 rendering feature GZDoom is missing now is transparent flat textures on non-3D floor surfaces.

And now for the bug reports:

- On many levels that spawn in monsters, the spawned monsters aren't getting the +COUNTKILL flag like they should, making it impossible to achieve 100% kills on maps like LOST01 (Plant Ops)
- The arrow traps on OUT08 (Derelict) are not being activated.
- OUT08 (Derelict) secret bug report:
Spoiler:

- On REC07 (Shadow Crypt), the script which unlocks the yellow key room does not run on skills lower than I Own Doom, because the script spawns Hell Knights, but checks for Barons when deciding whether to reopen the rest of the level.

BTW, Doom 64 is also on GOG.com.
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Re: DOOM CE: PSX TC & D64 Retribution on steroids

Postby Wiw » Fri Jul 01, 2022 3:20 pm

Well colour me impressed! Just looking at this makes me want to boot it all up with the Experimental settings, just because I can.
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Re: DOOM CE: PSX TC & D64 Retribution on steroids

Postby molecicco » Sat Jul 02, 2022 1:35 am

Thanks for the feedback! I'll go through the map bugs so they'll get fixed for the next release.

Talon1024 wrote:First of all, I see the ipk3 contains the vanilla sprites. I believe GZDoom can load the sprites from the Doom 64 Steam rerelease IWAD just fine, so is it possible to delete the vanilla sprites from the ipk3?


It's possible, just a ton of work. Before the iwad dependency existed I used the Retribution assets as a base, which has some sprites with changed offsets and different dimensions (blank pixels at the edges). All of the hires sprites are based on those, which means that I'd have to clean all of them if I replaced them with the iwad ones. I'd still like to do it at some point, just not a priority.

Talon1024 wrote:Second, I think the only Doom 64 rendering feature GZDoom is missing now is transparent flat textures on non-3D floor surfaces.


There's a bunch of stuff that is also not supported. From the top of my head... the way skies are rendered (colored clouds, animated fire skies), texture flipping flags and switch overlays are also not supported (having to create composite textures for each of these is not ideal). Doom 64's fake 3d floors are sort of supported through the "noskywalls" and "drawfullheight" UDMF flags, but when I apply them to every sector of a complex map the skybox becomes glitchy, sometimes it starts flickering and sometimes it disappears completely. It's hard to isolate and reproduce, which is why I haven't posted a bug report for it yet. Another difference is that the lightness of gradient sector colors depends on a brightness slider (not gamma), so what the player sees are not the actual RGB values that are set on the map. This mod uses an assortment of ugly hacks to compensate for these limitations, which most players won't notice anyway.

Talon1024 wrote:BTW, Doom 64 is also on GOG.com.


If you copy GOG's doom64.wad to the same directory as the installer it will recognize it, but for the next version I'll add a registry lookup so it automatically finds it like the Steam one.
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