[Release] Doom 64 for Doom II - /idgames link is up

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Re: [Release] Doom 64 for Doom II - v1.1 out now!

Postby Blue Shadow » Sun Jul 22, 2018 12:27 pm

Playing v1.1 with GZDoom 3.4.0. In MAP14, the blue skull key's pedestal can turn into a hole that you could fall into and get trapped.


That was after I completed the map fully, came back and was about to head to the exit.
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Re: [Release] Doom 64 for Doom II

Postby RedoLane » Sun Jul 22, 2018 2:59 pm

I planned to try it out with a gameplay mod, but i'm not sure what would feel the most fitting for this megawad(since there's new monsters there, i only need a weapons mod).
Any recommendations?
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Re: [Release] Doom 64 for Doom II - v1.1 out now!

Postby SiFi270 » Sun Jul 22, 2018 3:27 pm

In my opinion, the ideal mod for this would be 64k+, since it blends classic and N64 weapons together, in addition to other changes.

Edit: I forgot to mention, the mod has its own versions of vanilla monsters, so you'll want to load it before D64D2 so that the latter still spawns the right monsters.
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Re: [Release] Doom 64 for Doom II - v1.1 out now!

Postby Mechadon » Mon Jul 23, 2018 11:50 am

Regarding mods, there will be a fix coming soon~ish that will fix problems that will arise in MAP02/MAP02B (and maybe others). I forgot to finish up some decorate related to an object in that map that is required for the blue key puzzle. So if your playing a mod that replaces all of the gore decoration objects (ie. Brutal Doom), that map will break.

Blue Shadow wrote:Playing v1.1 with GZDoom 3.4.0. In MAP14, the blue skull key's pedestal can turn into a hole that you could fall into and get trapped.
That was after I completed the map fully, came back and was about to head to the exit.

Got it, thank you Blue Shadow! We'll get that fixed in the upcoming version.
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Re: [Release] Doom 64 for Doom II - v1.1 out now!

Postby zrrion the insect » Mon Jul 23, 2018 8:01 pm

I really like this map set. It looks fantastic and plays pretty well. I still think a lot of the puzzles in d64 are bad and this new paint job doesn't really change that but that's a fairly minor gripe.
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Re: [Release] Doom 64 for Doom II - v1.1 out now!

Postby RedoLane » Wed Jul 25, 2018 10:52 am

SiFi270 wrote:In my opinion, the ideal mod for this would be 64k+, since it blends classic and N64 weapons together, in addition to other changes.

Edit: I forgot to mention, the mod has its own versions of vanilla monsters, so you'll want to load it before D64D2 so that the latter still spawns the right monsters.


So if I load D64D2 after it, it'll load everything from the mod except monsters, right?
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Re: [Release] Doom 64 for Doom II - v1.1 out now!

Postby SiFi270 » Wed Jul 25, 2018 12:44 pm

It'd still load the monsters that D64D2 doesn't make any changes to, but they're all still pretty close to the originals anyway.
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Re: [Release] Doom 64 for Doom II - v1.1 out now!

Postby zrrion the insect » Wed Jul 25, 2018 2:56 pm

If there's people that still play 64k+ I might take a look at adding support for this mod.
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Re: [Release] Doom 64 for Doom II - v1.1 out now!

Postby Seribbit » Thu Jul 26, 2018 2:19 pm

Amazing work,
Now it seems an alternate port of the nintendo 64 version.
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Re: [Release] Doom 64 for Doom II - v1.1 out now!

Postby Mechadon » Fri Jul 27, 2018 11:11 am

Hopefully v1.2 will be ready to release soon (I'm waiting on a fixed demo right now). In the mean time I'll post the decorate code that should fix incompatibilities with certain mods, just in case someone here would like to test it out.
Spoiler:


And thanks for the kind words guys :)
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Re: [Release] Doom 64 for Doom II - v1.1 out now!

Postby RedoLane » Fri Jul 27, 2018 1:10 pm

SiFi270 wrote:It'd still load the monsters that D64D2 doesn't make any changes to, but they're all still pretty close to the originals anyway.


I see...then I prefer to use something else.
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Re: [Release] Doom 64 for Doom II - v1.1 out now!

Postby GAA1992 » Sat Jul 28, 2018 10:36 pm

I haven't seen this one before!

Loved the "old trailer" (and the STP music =p)

Gonna give this one a try.
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Re: [Release] Doom 64 for Doom II - v1.1 out now!

Postby Mechadon » Sun Jul 29, 2018 10:19 pm

Hey, v1.2 is now done! This includes the decorate 'fixes' so hopefully most mod incompatibilities should be addressed now.

D64D2_v1.2.zip [5.4M] (Changelog)
Readme
Alternate hell statusbar (skin/flesh version) (Preview)
Alternate metal statusbar (by CoTeCiO & StalkerZHS) (Preview)

The changelog should list all of the updates, but here are the highlights:

  • The DECORATE has been updated so compatibility should be better with certain mods.
  • The Motherdemon now works properly in DOS Doom.
  • As a result of the Motherdemon fix, she now has slightly more deadly attacks.
  • Almost all of the COOP signs/switches were tweaked so they would be hidden in singleplayer games (unless I forgot one, heh).
  • All of the map bugs that were reported from v1.0 and v1.1 have been fixed.
  • A ton of maps got a little extra polish here and there to make the experience a bit more enjoyable (a result of me spending too much time replaying this over and over). In particular MAP16, MAP18, MAP32 got some of the bigger tweaks. For MAP16 I updated the library area so each sub-area stands out from each other a bit more. MAP18 has been made a little bit easier on the whole by adding a SSG in the starting area. And for MAP32 I tried making the map look darker and more foreboding to fit with the void theme.

As usual, I'll let this release sit for a few days before I do the /idgames upload. I really hope this is the last fix release, but we'll see. Sometimes these things can be never-ending bug fix upon bug fix :P. So like last time, please report a bug if you find one. But unless its dire, I'm going to probably just let it slide at this point.
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Re: [Release] Doom 64 for Doom II - v1.2 is here, weee!

Postby Mechadon » Mon Jul 30, 2018 10:12 am

We had a couple of minor bugs pop up - one with the M_SKULL* graphic on the HELP screen in Chocolate Doom and then a broken monster spawn in MAP15. I just got a hot-fixed version up, so be sure to re-download it if you downloaded v1.2 previous to this post.
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Re: [Release] Doom 64 for Doom II - v1.2 is here, weee!

Postby RedoLane » Mon Jul 30, 2018 3:15 pm

in the end, I decided to use Final Doomer+ for this mappack.
Will report if there's any compatibility issues with it.
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