[WIP] Doom 64-inator

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Re: [WIP] Doom 64-inator

Postby NightFright » Fri Dec 08, 2017 5:36 am

I guess a good option for a release would be to separate the project into modular wads, then:
- Lighting effects only
- Monsters only
- Textures only
- Music/SFX only

This way everyone can decide which degree of "64-ification" they like.
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Re: [WIP] Doom 64-inator

Postby Mr.Enchanter » Fri Dec 08, 2017 6:06 am

Or make them cvars, since it's script based (right?)
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Re: [WIP] Doom 64-inator

Postby Nevander » Fri Dec 08, 2017 4:24 pm

Please keep them separate! I plan to use this to Doom 64-ify the classic Dooms but only in lighting and textures. I'd still like to play it with classic enemies and weapons to be kinda like PSX style but also be able to run it with other mods that only do weapons or enemies.

For example, I'd be able to run this with Doom 64 Retribution's weapons only (that I've yet to compile) and also monsters if I wanted to.
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Re: [WIP] Doom 64-inator

Postby Glaice » Fri Dec 08, 2017 5:40 pm

Modular like NightFright is the best idea, I would focus solely on the lighting and textures first if I were the OP.
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Re: [WIP] Doom 64-inator

Postby SiFi270 » Sat Dec 09, 2017 5:51 am

If this is going to be cosmetic but you're working on extra enemies, does that mean edits of the Pain Elemental and Arachnotron to only have one mouth and gun, respectively? This whole project already seems like it'd take a great deal of time and bravery, so I'm very sorry if that hadn't occurred to you and I just made things even worse by bringing it up.
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Re: [WIP] Doom 64-inator

Postby Glaice » Sat Dec 09, 2017 3:45 pm

Prioritization from most to least important should be as of this in my opinion:

-Textures
-Lighting
-Enemies/Decor
-Music (This would bloat file size a lot)

Worry less about sprites and music and focus on the former two. I already can customize the last one with my personal N64/PSX Doom track WADs :)
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Re: [WIP] Doom 64-inator

Postby DrPyspy » Sun Dec 10, 2017 7:41 am

I'm adverse to the idea of splitting up the mod into multiple files, as the mod becomes more complicated to manage for myself. However, I will separate the music into a different pk3 to help with file size issues. It should be fairly easy to rip out the enemy sprites and actors if you wish to not play with them.

SiFi270 wrote:If this is going to be cosmetic but you're working on extra enemies, does that mean edits of the Pain Elemental and Arachnotron to only have one mouth and gun, respectively? This whole project already seems like it'd take a great deal of time and bravery, so I'm very sorry if that hadn't occurred to you and I just made things even worse by bringing it up.


Good question! Stuff like monsters and weapons that behaved differently in Doom 64 will act accordingly in this mod, so it may not qualify under the Graphics/Audio Patches sub-forum anymore.
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Re: [WIP] Doom 64-inator

Postby Nevander » Mon Dec 11, 2017 1:29 am

Seems like splitting the mod into multiple files would actually be better. You can maintain each component individually and only make updates when the components need them. I mean it's your project and everything but just giving my opinion. If you want to update monsters you'll end up updating everything else too since it's one file. Might as well split them so you don't have to mess with anything else just to make a monster tweak.

Either way, I'll end up cutting out weapons, monsters and items since I like the way it looks in the original page 1 screenshots.
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Re: [WIP] Doom 64-inator

Postby DrPyspy » Thu Jan 18, 2018 11:56 pm

Image

Who could this be?
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Re: [WIP] Doom 64-inator

Postby Glaice » Fri Jan 19, 2018 12:38 am

The Terminator? :lol:
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Re: [WIP] Doom 64-inator

Postby SiFi270 » Fri Jan 19, 2018 4:29 am

Based on the lighting and my extremely crappy monitor, I'm guessing it's a skeleton in a white shirt and red shorts, AKA lederhosen.

#doombookjokes #seriouslythough #whatweretheythinking #seriouslythough #HYPE
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Re: [WIP] Doom 64-inator

Postby JohnnyTheWolf » Sat Jan 20, 2018 5:20 pm

Amazing! It is about damn time we get some proper remakes of the missing Doom 64 monsters!

It also looks much better than the edited Tchernoborg sprites Brutal Doom 64 is using.
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Re: [WIP] Doom 64-inator

Postby shadstarn » Wed Jan 24, 2018 6:17 pm

does it random generate levels or just use 64 textures?
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Re: [WIP] Doom 64-inator

Postby Glaice » Thu Jan 25, 2018 1:35 am

shadstarn wrote:does it random generate levels or just use 64 textures?


That's Oblige, not this.
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Re: [WIP] Doom 64-inator

Postby taufan99 » Fri Feb 02, 2018 9:43 am

Looks promising! I'll wait for its release.
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