[Release] The D64ifier - Now modular and no longer in beta!

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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BrettBotTheCryonaut
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[Release] The D64ifier - Now modular and no longer in beta!

Post by BrettBotTheCryonaut »

The D64ifier.
(for D64ifying your Doom)
- A modification for GZDoom by Brett-Bot The Cryonaut

I'm happy to report that the D64ifier is no longer in beta, is now modular, and is now officially unleashed upon the general public on ModDB.

Current version: 1.05 for the CORE module, 1.0 for the monsters module, and 0.90 for the weapons and music modules.
https://www.moddb.com/mods/the-d64ifier
D64ifier.jpg
Optional Hi-Res Texture Pack with specular maps and normal maps now available!
HiResTex-Preview.jpg


The D64ifier is a modular overhaul designed to dynamically make any vanilla mapset have the look and feel of Doom 64. The "Core" module handles the GUI, HUD, lighting, textures, smoke/fox effects decorative/environmental sprites, a few environmental sound effects, the increased reverb that affects all sounds now, and player movement (which is just a bit slower). It also provides the Doom 64 replacement sound font that you can choose to use, which gives the midi tracks a much more creepy, subtle sound. Available addon modules include the weapons, monsters, and music.

Be sure to load this pk3 file AFTER any megawads in order to prevent them from overwriting
various textures, weapons, monsters, and/or settings.

Screens:
Spoiler:
Recommended settings:
Spoiler:
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Last edited by BrettBotTheCryonaut on Wed May 11, 2022 12:01 pm, edited 9 times in total.
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Rachael
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Re: [Release] The D64ifier... for D64ifying your game.

Post by Rachael »

This is amazing work. I love how it completely changes the atmosphere of the levels, and even though I am not completely new to Doom64, this still gives the original PC levels a fresh coat of paint and makes it worth playing through them again. It makes them nice and dark and creepy, much closer to the kind of horror game that I think Doom was intended to be.
JohnnyTheWolf
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Re: [Release] The D64ifier... for D64ifying your game.

Post by JohnnyTheWolf »

A bit disappointed that you kept the vanilla sprites for the monsters missing from Doom 64, but I guess it cannot be helped.

However, I am surprised to see the Flashlight alerting enemies when turned on. As a regular user of the darkdoomz addon, I did not know such feature had been achieved.
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BrettBotTheCryonaut
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Re: [Release] The D64ifier... for D64ifying your game.

Post by BrettBotTheCryonaut »

Rachael wrote:This is amazing work.
Thanks so much Rachael! That means a lot coming from you. Your Smooth Fluids post from a few years ago was actually a huge inspiration for me. It taught me about animated textures, what warping effects were, and also gave me the idea for a personal challenge that I like to give myself; never add new sprites or textures for what can just be created with code instead. Because of this all of the smoke/fog, torch flames, and various monster projectiles have been created by simply repurposing existing sprites instead of bloating the size of the mod with new sprites.
JohnnyTheWolf wrote:A bit disappointed that you kept the vanilla sprites for the monsters missing from Doom 64, but I guess it cannot be helped.
Yessir - there aren't really any good D64 style Revenant or Archvile sprites currently, so we're stuck with vanilla for the time being. I have a few ideas though, so we'll see what future versions may hold!
JohnnyTheWolf wrote:However, I am surprised to see the Flashlight alerting enemies when turned on. As a regular user of the darkdoomz addon, I did not know such feature had been achieved.
Ah! I actually removed the flashlight module from DarkDoomZ and replaced it with the one from Brutal Doom Black Edition, which is a cleverly edited version of the DarkDoomZ flashlight that basically makes enemies "feel" the light from the flashlight if it touches them, which then alerts them. That was one half of the solution. The other half though was just a simple matter of adding one additional line to the section of the code for when you turn on the flashlight...
Before:
A_PlaySound("torch/click", CHAN_AUTO);
After:
A_PlaySound("torch/click", CHAN_AUTO);
NoiseAlert(0, 0);
chexglyph
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Re: [Release] The D64ifier... for D64ifying your game.

Post by chexglyph »

Tried this out and it works great, except the monsters' detection of the flashlight seems a bit odd, seeming as if they can detect it through walls at times.
Craneo
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Re: [Release] The D64ifier... for D64ifying your game.

Post by Craneo »

finally, a Doom 64 replacer for Doom that covers almost all things!
one criticism I feel I should give is that I feel you should recolor the chaingunner, the sprite is clearly vanilla Doom paletted and I feel you could play with the colors and tweak them to give it a more "Doom 64 truecolor" look, as well as proper red armor too

something like this:
Image
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BrettBotTheCryonaut
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Re: [Release] The D64ifier... for D64ifying your game.

Post by BrettBotTheCryonaut »

chexglyph wrote:Tried this out and it works great, except the monsters' detection of the flashlight seems a bit odd, seeming as if they can detect it through walls at times.
They can hear the "click" your light makes when you turn it on (they have REALLY good hearing). ;)
One thing I've enjoyed doing is hiding around a corner with my shotgun and then clicking my flashlight on so that it attracts them all to come marching to their death. It's cheap I know...... but still fun.
Craneo wrote:something like this:
Can't argue with that! It has been added to the "To-Do" list for the next release. :)
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Graf Zahl
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Re: [Release] The D64ifier... for D64ifying your game.

Post by Graf Zahl »

Not bad overall, but I have to say it is way too dark. I had to crank up my gamma to 1.5 to make out the surroundings. Normally I play with a gamma of 1...
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Rachael
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Re: [Release] The D64ifier... for D64ifying your game.

Post by Rachael »

That seems intentional - because there is an option in the controls menu to bind a flashlight, I think that was the intended way to play this.
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BrettBotTheCryonaut
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Re: [Release] The D64ifier... for D64ifying your game.

Post by BrettBotTheCryonaut »

Graf Zahl wrote:Not bad overall, but I have to say it is way too dark. I had to crank up my gamma to 1.5 to make out the surroundings. Normally I play with a gamma of 1...
Hmmm question: If you watch that youtube video, is that video just as dark? Because if so, then it sounds like your monitor is significantly darker than mine. I have my backlight at 80% brightness, and I've played through all of Doom 1 and 2 with, I'd say around 75% to 85% of the time being able to make out my surroundings just fine.
Rachael wrote:That seems intentional - because there is an option in the controls menu to bind a flashlight, I think that was the intended way to play this.
Only a little bit. Is it supposed to be darker than vanilla Doom? Absolutely. But the flashlight is mainly meant as a "just in case" sort of item as opposed to something to be turned on more often than not. It sounds like I need to figure out a way to account for people having monitors which are darker than mine. If I simply brighten things up, then they might be perfect for other people but they'll be too bright for me, and if I just lower my brightness level that will lower all lighting equally which will mean decreased contrast because the brights won't be as bright any more.

Maybe I can create two different lighting presets; one for brighter monitors like mine and one for darker monitors, and put an option in the menu to switch back an forth. Definitely worth looking into it seems.
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BrettBotTheCryonaut
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Re: [Release] The D64ifier... for D64ifying your game.

Post by BrettBotTheCryonaut »

Watched the youtube video on my work computer last night and WOW. I can't believe how different it looks. It's like night and day compared to my personal computer. I'd say the light levels when watching the video on my work computer looked to only be around 60 to 70 percent compared to how they look on my personal computer. If other people's monitors look like my work computer's, then I can definitely understand the complaints about it being too dark. Will work on a solution.
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Xim
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Re: [Release] The D64ifier... for D64ifying your game.

Post by Xim »

This is excellent work, but I do indeed agree it's way too dark. It's almost pitch black for me unfortunately, certainly needs adjustments.
(edit: I just remember that it's probably even darker for me because I already have darker settings on GZDoom set up currently)

I am definitely interested in seeing progress on this made though. I like the idea of a D64 style mod that doesn't change game-play. I don't know if GZDoom will ever support the offical PC version of Doom 64, but this should be nice for now.
Good work, keep it up!
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BrettBotTheCryonaut
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Re: [Release] The D64ifier... for D64ifying your game.

Post by BrettBotTheCryonaut »

Made a new video showing my "correction" to the appearance of the cacos and pain elementals (this will be part of an optional version of the D64ifier so if you don't like this change you can always use the more purist-friendly version). Also a new look (the D3 look) for the archviles that I'm still tinkering with.
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BrettBotTheCryonaut
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Re: [Release] The D64ifier... for D64ifying your game.

Post by BrettBotTheCryonaut »

Beta 2 now available. Improved light levels, twice as much Aubrey Hodges goodness, improved baron & hellknight sprites, and the new Cacomental Edition of the mod. Still working on monster brightmaps and chaingunner recoloring so that'll be saved for beta 3.
Craneo
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Re: [Release] The D64ifier... for D64ifying your game.

Post by Craneo »

the Baron seems to have some weird orange pixels all over his body, is that intentional?
EDIT: also I think you should use the original version of the Pistol Zombieman instead: viewtopic.php?f=37&t=54369&hilit=a+bunch+of+doom+64+sprites
since the Brutal Doom 64 one has this ugly "Brutal" muzzleflash on the firing frames that DO fit BD but NOT D64's style imho

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