Doom 64: Retribution

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Re: [v1.0] Doom 64: Retribution

Postby Atendega » Wed Apr 05, 2017 3:57 pm

jdagenet wrote:Don't bother trying to sell your point across, Nevander cannot handle criticism and is quick to lash out and threaten to abandon his own mod.
I just hope he secretly reads our suggestions and transforms this mod into a true TC so that way he can continue to use the word "faithful" when describing this.

The mod has serious potential, but not if the author isn't willing to change and take criticism.

Because directly attacking someone's character is totally going to endear them to you and your suggestions, right

Totally
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Re: [v1.0] Doom 64: Retribution

Postby Mikk- » Wed Apr 05, 2017 4:21 pm

Would it be possible to add multiplayer support in the future? Even if it's just extra player starts, it would be great to co-op doom 64. Obviously you could bulk up on enemy numbers and ammo placement if you're feeling ambitious
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Re: [v1.0] Doom 64: Retribution

Postby Nevander » Wed Apr 05, 2017 4:30 pm

All maps have player 1-4 starts, so 4 player coop is possible but it's untested. Can't promise maps won't break but I tried to find obvious spots where they could and fix those.
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Re: [v1.0] Doom 64: Retribution

Postby isaacpop23 » Wed Apr 05, 2017 5:10 pm

It felt odd that the BFG and the Unmaker shared a slot, so I decided to actually get Slade and screw around with the Decorate. Turns out it didn't take too long, which is surprising given I had never done anything with Decorate before. But anyway, I just made a little patch was for anyone who wants it that moves the Unmaker to the eighth slot.

...I'm the only one who wanted this aren't I.

D64-Unmaker8.wad


EDIT: Apparently it doesn't affect weapons you already have, so if you have a saved game it'll still be on 7.
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Last edited by isaacpop23 on Wed Apr 05, 2017 5:39 pm, edited 1 time in total.
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Re: [v1.0] Doom 64: Retribution

Postby Mikk- » Wed Apr 05, 2017 5:11 pm

Oh! I didn't know this - I just assumed that because doom 64 originally didn't have co-op I figured the tc would follow suit, didn't see anything in the description either.

I'm going to run through this with my bro soon, hopefully. Will report if anything borks
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Re: [v1.0] Doom 64: Retribution

Postby Nevander » Wed Apr 05, 2017 5:40 pm

isaacpop23 wrote:It felt odd that the BFG and the Unmaker shared a slot, so I ... just made a little patch was for anyone who wants it that moves the Unmaker to the eighth slot.

Well good news because for 1.1 I have already moved it to slot 8. :D

I had watched a stream where it was suggested so I went ahead and did it.
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Re: [v1.0] Doom 64: Retribution

Postby isaacpop23 » Wed Apr 05, 2017 5:49 pm

Well that means I won't have to remember to bring in the patch each time I load it, which is nice. And doing this actually made me figure out how to do at least basic Decorate things, as in "how to make a decorate file", so it wasn't a complete waste of time!
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Re: [v1.0] Doom 64: Retribution

Postby unRyker » Wed Apr 05, 2017 6:24 pm

The amount of effort and conscientiousness that kept the levels in nearly full integrity: holy damn. The additional stuff like the smooth weapons and the lighting so far was excellent and hasn't been as intrusive as expected. Will keep a close eye on this for a VERY long time.
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Re: [v1.0] Doom 64: Retribution

Postby JohnnyTheWolf » Wed Apr 05, 2017 7:34 pm

Nevander wrote:No, do not edit gzdoom.pk3. You will need to create your own PWAD of DECORATE defintions that inherit from mine, then change their values there. Then load that file after D64RTR.WAD.


Not all the monsters in DECORATE seem to have a health value. Should I add one if I want to change it?

And what file do I need to edit if I want to increase the player's max health and armour?

I gave the pistol a Desert Eagle pickup sprite because it is a Desert Eagle. :wink:

By comparison the pistol sprite in GZDOOM64/Brutal Doom 64 looks like a pixel art watergun.


I suppose, but I would have imagined something a bit more futuristic. Oh well.
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Re: [v1.0] Doom 64: Retribution

Postby Nevander » Wed Apr 05, 2017 8:03 pm

JohnnyTheWolf wrote:
Nevander wrote:No, do not edit gzdoom.pk3. You will need to create your own PWAD of DECORATE defintions that inherit from mine, then change their values there. Then load that file after D64RTR.WAD.

Not all the monsters in DECORATE seem to have a health value. Should I add one if I want to change it?

And what file do I need to edit if I want to increase the player's max health and armour?

If the definiton has no health value, that just means that I didn't change it whilst inheriting from the original actor. So if you inherit from a monster that has 20 health, the inherited one will automatically have 20 health and won't need a change. Then to change that with a patch, inherit from the inherited one and re-add the health property back and give it a value, like 30 for example.

For the player it's the same thing. Inherit from the DoomPlayer definition and add on the values needed.
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Re: [v1.0] Doom 64: Retribution

Postby osjclatchford » Thu Apr 06, 2017 12:19 am

Nevander wrote:
osjclatchford wrote:just one question I may be remembering wrong but didn't the enemies that spawned in do so by simply fading in? not with the teleportfog? if so just wondering if you intended to re-instigate this behavior for retribution too? it just makes those spawn ins so much more scary and surprising!

In the original game all enemies and items alike faded into the map. When I started the maps I was using only teleport fog pretty much and then decided to add the fading for at least items. I could change all the maps to spawn via the fade in function but my original thinking was that it didn't make sense for monsters to randomly appear out of thin air. I know that's how the original did it but I wanted to modify this behavior. Monsters in Doom have always teleported to spawn, and that's how we get around in game as well, with teleports and teleport fog. I always imagined that's how the Demons did too.


Fair enough I suppose. For some reason I always found the just fading in really unnerving. It like " holy shit they could be anywhere!" Yeah I know that still applies with the teleportation but, for me anyhow, the sound of the telefog is an instant alert, making the spawns less surprising... It's all about creative licence. If you wanna play d64 as it was then go plug it into your n64... Maybe a few of these things could be toggleable in a future release perhaps... Never gonna totally please everyone I know. That's the nature of modding. Everyone had a different idea of what should change and what is sacrosanct...
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Re: [v1.0] Doom 64: Retribution

Postby Marisa the Magician » Thu Apr 06, 2017 4:10 am

I'm having a blast with this, and been streaming it too. Hoping to see that extra episode soon, I've been all over the whole "Doom 2016 happens right after Doom 64" idea for a long time.
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Re: [v1.0] Doom 64: Retribution

Postby Mikk- » Thu Apr 06, 2017 5:24 am

There's a minor bug in MAP29: Outpost Omega on DoomSlayer! difficulty. Since berserk packs are replaced with medikits, the player cannot progress if he has greater than 100% health without causing damage to himself. It's possible to continue if the player has the rocket launcher and some ammo, however.
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Re: [v1.0] Doom 64: Retribution

Postby Matsilagi » Thu Apr 06, 2017 7:55 am

Do you plan on making a WMI version of it?

Also, amazing work in the mod! Im on map11 and im enjoying it a lot!
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Re: [v1.0] Doom 64: Retribution

Postby JohnnyTheWolf » Thu Apr 06, 2017 10:55 am

Mikk- wrote:There's a minor bug in MAP29: Outpost Omega on DoomSlayer! difficulty. Since berserk packs are replaced with medikits, the player cannot progress if he has greater than 100% health without causing damage to himself. It's possible to continue if the player has the rocket launcher and some ammo, however.


Already reported. Nevander said it will be fixed in the next patch.
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